How are you all finding out the ID's for the individual textures? I want to add a few but, not sure what to name them.
Xenoblade HD Retexture Project - Updated: Version 02 Released + PS3/Xbox360 Buttons
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08-06-2012, 10:11 PM
(This post was last modified: 08-06-2012, 10:49 PM by poweredbykimchi.)
(08-06-2012, 10:07 PM)Jonshaun1980 Wrote: How are you all finding out the ID's for the individual textures? I want to add a few but, not sure what to name them. When you dump them, the file name is the ID. If you didn't dump it, then there would be no way you would know. Also, understand that one image may be used with multiple IDs. Shulk's normal tension avatar is used with at least 50 different IDs. (08-06-2012, 10:07 PM)flashce Wrote: My menu icons are still not retextured.Yes. This is normal as I stated before and even in this post. An image can have multiple IDs. The reason the menu icons are not working is simply because you don't have the image with that specific ID.
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Also remember when retexturing, the bigger the image the better.
So for water, that image from zelda would not be big enough, i find that for those small texutres for terrain, you want it to be around 6x the size. For example the little mod i made and linked took the original 'sand' texture for the beginning shoreline(colony 9), and all i did was copy it another 5 times, making 6 images in total, put them together to make 1 larger image, then used that image instead. What it effectivly done was stop the game from stretching the original small texture over a large area. it looks much better. i supose i could do the same for the water texture, but it may look to obviosly repeated since areas with water tend to be vast. EDIT: i cant actually find the texture(s) used for the water after a texture dump, if any1 knows which ones they are let me know and ill see what i can do to improve them.
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(This post was last modified: 08-07-2012, 12:06 AM by Jonshaun1980.)
(08-06-2012, 11:43 PM)SolarNova Wrote: Also remember when retexturing, the bigger the image the better. http://media.photobucket.com/image/water...ater-1.png[/img] 08-07-2012, 12:06 AM
(This post was last modified: 08-07-2012, 12:19 AM by poweredbykimchi.)
(08-06-2012, 11:43 PM)SolarNova Wrote: Also remember when retexturing, the bigger the image the better. This is correct. The game uses small images and stretches them across vast areas. So while textures will look fantastic far away due to the textures being small from your point of view, walking towards it gives the effect of you simply stretching that same image on paint with no interpolation techniques. That's why things are so ugly up close. So the best way would obviously be to create an image where it looks high def up close. That texture would be humongous though. The method I used for the faces revolves around the same idea but in a different way. The sharpen effect on Photoshop crams pixels closer together making things look sharper. As a result, those pixels get dispersed over a smaller area compared to when it wasn't sharpened, essentially making things darker and sharper. But in no way is this better than redrawing a bigger texture. There will always be negative side effects from using some algorithm. EDIT: I need to make a disclaimer about my Photoshop explanation. I don't know if this is how it truly works but it's just an easier way to visualize. Whether it's true or not, it works pretty well like scientific theories
@Jonshaun1980
Thanks for supplying a possible replacment image, but what i was really after was the original image so i can find the ID. As it stands ,even after a texture dump i cant see what texture or textures the game uses by defualt. Thus i cant attempt to replace them. EDIT: Ok the water is alot more ...complicated... than i first thought. The water animation is made up off alot of very small very low quality images . it wont be as easy as the other terrian texture replacements. ill see what i can do but i think it might be beyond me UPDATE: i used the image from the zelda pack ..and duplicated it over a larger image to get the effect of a higher resolution. Unfortunatly it seems the image the game uses is constantly moving .and since the game stretches this texture over a REALLY vast area, the image looks to move incredibly fast. We wont be able to replace the water texture with a large image unless we can slow down that movement or the image used only has large details (ripple) and not lots of small ones. hard to explain untill you see it for yourself so... copy THIS file and see for yourself. Again its the water around colony 9.
My Specs:
CPU: Intel i7 3930k 6Core 4.6ghz OC HS&Cooler: Noctua NH-D14 Air MB: Asus P9x79 Pro RAM: 16gb G.Skill (4x4) 1866mhz GPU: EVGA GTX 780 Classified w/ OC VDU: Panasonic 42" Plasma 60hz Sound: Asus Xonar D2X + Z5500 logitech Speaker system SSD: 128gb Corsair Performance Pro HDD: 2x 500gb 10k RPM Raid0 PSU: Season Platinum Series 1000w Case: CM Storm Stryker 'White' OS: Windows 7 Home Premium 64bit 08-07-2012, 01:22 AM
(This post was last modified: 08-07-2012, 01:28 AM by Starscream.)
All further talk can be redirected to the thread in the link below, these are the wishes of layberneth.
http://forums.dolphin-emu.org/showthread.php?tid=24608 Closed.
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