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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)
05-21-2019, 08:52 AM
#3,371
PzykoPath Offline
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Hello!

First of all, thank you very much to everyone who has put so much effort into making this amazing project, I wasn't even aware that it was possible to add custom texture in the game, much less expected such a beautiful rework of the entire game.

I do have a small problem/am confused about something, I originally came across this when looking for images of the monado on black with red, and one of the first results was this image: http://i.imgur.com/OwI7Vxd.png

However, upon downloading the pack I was unable to find it, and tought "oh well, there may have been some issue with it, no big deal, I'll just take one of the existing ones and recolor it in Krita", problem is, I am unable to open any of the DDS files with any program on my computer, GiMP, Krita, even downloaded a specific DDS viewer and am still unable to open them, and even trying to convert the files into a different format with an online program doesn't work, as I inevitably am given an error when trying.

I really just want to know if anyone has any imput on what my issue may be here, as honestly, and this may come across as bad, but seeing how much work has already been done here I was hoping I could use some of it to learn how to make stuff like this, much aside as the fact that I don't want my monado to completely turn a different palette when it upgrades to the Monado II.

Anyway, sorry for the long post, and please forgive any mistakes to my grammar or word usage, english isn't my native language. And also thanks in advance to anyone who could at least give me some pointers on this
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05-21-2019, 06:21 PM (This post was last modified: 05-21-2019, 06:25 PM by Bighead.)
#3,372
Bighead Offline
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That looks like an early rendition of the "Charcoal Monado II", or at least its the closest one. It can be found in:
-[Optional Textures]-\[Weapons] Monado II (Assorted)\Charcoal Monado II (OrangeFX)

You can change the color of the beam using the textures in [Weapons] Monado FX. Copy the "Weapons" folder from the Monado(s) you want to use to the texture pack, then copy the "Weapons" folder from the FX to the pack and overwrite the textures.

The DDS files are in BC7 format, most programs won't be able to open them. It would be easier to edit the PNG files (textures are in Core Pack/SX4):
https://drive.google.com/open?id=1qTYjoe1CoKdYZQxKeOJ689-WP-Z5-8BT

If you really wanted to convert BC7 to other formats, my script here along with TexConv and/or Compressonator can do it:
https://forums.dolphin-emu.org/Thread-custom-texture-tool-ps-v40-1

Although if you are going to make edits, using PNG as a base is ideal. DDS BC7 loses some quality, so converting it back to PNG, then back to DDS will most likely mean even more quality loss.
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05-25-2019, 03:57 PM (This post was last modified: 05-25-2019, 03:57 PM by Scribblette.)
#3,373
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There appears to be a slow down that occurs at Valak Mountain at night time, even at lower resolutions. The 60 FPS gecko will drop it down to 40s and 50s whereupon the audio glitches out plenty, so I've disabled that while I'm at Valak Mountain, but there still feels like there's some sort of slow down I can't quite identify.

I've tried changing all sorts of settings to deal with this. It seems to have something to do with the lights from the crystals...

Oh wait, I just figured it out. I thought it was odd that I could see crystals far away at the night. The problem was another Gecko Code - the one for Object Draw Distance. I've disabled that and it runs perfectly now. I'd rather have 60 fps and HD textures than the draw distance anyway.

Are there any other areas that I should be aware of that'll be as intensive as Valak Mountain and is there anything else I could have done?
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05-27-2019, 04:32 AM
#3,374
BlackAngel Offline
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(05-25-2019, 03:57 PM)Scribblette Wrote: There appears to be a slow down that occurs at Valak Mountain at night time, even at lower resolutions. The 60 FPS gecko will drop it down to 40s and 50s whereupon the audio glitches out plenty, so I've disabled that while I'm at Valak Mountain, but there still feels like there's some sort of slow down I can't quite identify.

I've tried changing all sorts of settings to deal with this. It seems to have something to do with the lights from the crystals...

Oh wait, I just figured it out. I thought it was odd that I could see crystals far away at the night. The problem was another Gecko Code - the one for Object Draw Distance. I've disabled that and it runs perfectly now. I'd rather have 60 fps and HD textures than the draw distance anyway.

Are there any other areas that I should be aware of that'll be as intensive as Valak Mountain and is there anything else I could have done?

Hey! Yes this issue have been asked and posted many times, indeed many Gecko Codes make games stuttering freezing or lagging,

Te best way to play Xenoblade Chronicles is to get rid all of Custom Patch Codes.. Even if you Enable only the Bloom Code with 60FPS patcher XBC goes unstable..

I Mostly prefer to play Xenoblade Chronicles with Beautiful HD Texture Pack=ON Codes=OFF
CPU: AMD Ryzen 7 2700X 4000MHz OC | RAM: G.Skill DDR4 Dual 16GB 3200MHz OC | GPU: NVIDIA GeForce RTX 2080 1710MHz
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05-29-2019, 08:45 AM
#3,375
KatIsntGood Offline
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I've noticed that the object distance patch crashes a ton in Valaak Mountain and certain later custcenes. I think it has to do with how much can be seen at once or something cause it would never freeze at a close up in later cutscenes. I've had 0 issues with the 60 fps code if you keep and overclock around 250% or higher
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05-30-2019, 08:58 PM
#3,376
Bighead Offline
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I have created a resource pack version of the core pack:
https://drive.google.com/open?id=1s2CaTZf1p9WXg4A1Aj0JvDpKB8ud2CGB

The controller + tutorials will also be converted into resource packs in the near future. The optional textures will be a bit of a problem as there are so many of them, and the different colored monado beams will be impossible to do with resource packs. But I will convert some of them, and maybe offer the rest of the optionals as a separate download with mods that can be manually installed.
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06-03-2019, 05:26 PM
#3,377
Granville Offline
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I had slowdown and crashing with the draw distance codes as well. Really started noticing it in Satorl Marsh, ended up getting consistent crashing in an intense battle with a ton of Ignas. I disabled it because it didn't seem worth the hassle. I don't know if my results would have been better with a faster CPU (4670k 4ghz). At least 60fps and the texture pack work fine.
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06-17-2019, 05:28 PM (This post was last modified: 06-18-2019, 02:02 PM by Scribblette. Edit Reason: Answered my own question. )
#3,378
Scribblette Offline
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Figured I could still run the ObjectDrawDistance Gecko code if the viewing distance just wasn't increased as much. Took a while before a friend pointed out the data conversion page on Gecko's site. I also found code a few pages back (pg 308 I think).

$ObjectDrawDistance
04001810 41200000 //This line determines the multiple for draw distance
C2473300 00000003 //Change above 4120 (x10) to another float for
3E808000 62941810 //a different draw distance.
C2940000 EC000032 //3F80 = 1 is default.
EC000532 00000000

https://geckocodes.org/index.php?arsenal=3 is where I retrieved these data conversions from. Left arrow converts from the decimal below to the float in the field, right arrow converts from the float in the field to the decimal below.

1 = 3F800000
2 = 40000000
3 = 40400000
4 = 40800000
5 = 40A00000
6 = 40C00000
7 = 40E00000
8 = 41000000
9 = 41100000
10 = 41200000

EDIT: Switching to 5x viewing distance has fixed my slow downs in Valak Mountain at night, which was the strongest indicator of a problem Big Grin I still have to test the Makna Tree "looking down from top" crash and the Alcamoth slow down.
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06-19-2019, 09:31 PM
#3,379
mrtawsiti3 Offline
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.PNG download link is not working Sad
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06-19-2019, 11:42 PM
#3,380
Bighead Offline
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There really is no reason to use the PNG textures over the DDS textures. All of the HUD is using uncompressed ARGB8 which matches PNG in quality, and the environments BC7 where the quality difference almost isn't perceivable. But if you had interest in just looking at them and/or editing them, the link works for me.

https://drive.google.com/drive/folders/1qTYjoe1CoKdYZQxKeOJ689-WP-Z5-8BT
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