Hmm. I was messing around a bit trying to resolve the issue, but so far I haven't been able to properly fix it.
OoT & MM Reloaded (2023-08-13)
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08-04-2019, 06:26 AM
There is no easy solution that is for sure, if they are like the sky textures I fixed awhile back.. which I am assuming they are. What I did was duplicate the pixels where textures overlap, but even that required some "painting" in some places due to how skyboxes work. These textures may be just a bit simpler since they don't wrap around into each other. But, considering they overlap in multiple places (a corner overlaps 4 textures), this is still no easy task. While I could try to fix them manually once again for the sake of the project, it may be possible to automate a fix. I'll be busy most of this weekend, but when I have time I'll see if I can come up with something where can you just click "Go" and get the desired results.
(08-04-2019, 06:26 AM)Bighead Wrote: There is no easy solution that is for sure, if they are like the sky textures I fixed awhile back.. which I am assuming they are. What I did was duplicate the pixels where textures overlap, but even that required some "painting" in some places due to how skyboxes work. These textures may be just a bit simpler since they don't wrap around into each other. But, considering they overlap in multiple places (a corner overlaps 4 textures), this is still no easy task. While I could try to fix them manually once again for the sake of the project, it may be possible to automate a fix. I'll be busy most of this weekend, but when I have time I'll see if I can come up with something where can you just click "Go" and get the desired results. Ohh well... There goes an easy method. And is just one of many backgrounds. There's also the Night and Adult sets... Luckily the majority of the pre-rendered backgrounds are a bit easier, through still extremely tedious. It's just area's such as the Lon Lon Ranch Stables, Hyrule Castle Town Market, Link's House and the skyboxes that loves to make an already tedious task even more tedious. Honestly, I prefer to place my focus on Majora's Mask for most of the time since it actually gains more benefits for less work. Through area's such as the Deku Shrine Race, Pirate's Fortress and Below the Graveyard's are incredibly tedious as well, but at least manageable. No need to rush. If you like access to the textures, I can post them publicially earlier of course. Otherwise I intent to release them with update V3.2. Ikana Canyon is still ongoing. Nerrel should be closing up on that this month I believe. Isn't not that I want to refrain from updating my stuff, it's just that I usually do it all in one go. Meanwhile I have been updating and making AR Codes, so I really need to update the second and third posts as well with those codes. Almost finished with that through, so I might be able to update the codes a bit earlier than with update V3.2.
Codes sections have been updated at second and third posts in this thread:
https://forums.dolphin-emu.org/Thread-ze...#pid490474 https://forums.dolphin-emu.org/Thread-ze...#pid490476 Download mirrors have been updated too with the newest codes. Only NTSC-U codes have been updated for the Collector's Edition and Master Quest discs. 08-05-2019, 10:02 PM
There is much more to the Hyrule market background than I originally imagined. To start building some ideas, I figured I should know my enemy before all else so I pieced everything together, 112 tiles total for the background. It was as I thought and each inner tile overlaps a single line of pixels along the edges. I'm guessing Nintendo did it this way to prevent seams from popping in and out as the box rotates. I plotted out the overlap in GIMP with paths since it makes it much easier for me to visualize what needs to be done.
Spoiler: Spoiler: Spoiler:
Nah, for the time being there isn't any immediate texture pack update planned. Ikana Canyon still isn't finished after all. And after that, updates will still be continuing for each new worked area.
It seems interesting and all. If there is indeed the possibility for the Custom Texture Tool to upscale textures the easy way, that would be outstanding. Personally, I have been trying into upscaling them up to 8x, because why not. Stitching the Child Day version together resulted in a whole 1024 x 256 texture, a total of 128 separate textures. Tedious as it was. So it seems to turn out it should have been 1012 x 218 due overlapping pixels. Are you sure you aren't missing 16 more textures that should be on the bottom row as part of the fountain (4 per quadrant)? Wouldn't that be a total size of about 1012 x 249? I might be off with a few pixels in the height. There should be a total of 128 textures. I attached my example of the Child Day version below in the post. The whole approach sounds complicated and proven to be complicated so far. Honestly, I don't hope it too much out of my league to eventually "complete" this texture pack because of some backgrounds. Or perhaps I just made a silly mistake... Which means I can redo it again... Anyway, your explanation makes sense. I think I should retry the background anyway.
Haha yeah you are correct, sometimes I am not the brightest especially when I'm tired. I am missing a bunch of textures at the bottom. I redumped them just now, and for some reason I didn't initially have the bottom row, I probably deleted it by accident (or something). This number of textures makes much more sense. So yeah, the dimensions of a wall should end up being 253x249, and when combined together, should end up as 1012x249 like you said (before upscaling).
Spoiler: Spoiler: Edit: Now that I think about it, I can't remember if the skyboxes overlapped textures "between" the ceiling and between the sides, this "market box" clearly does not. The ceiling is what made the skyboxes so much more difficult because each side of the ceiling had to wrap to the four walls. This may be why I had so much trouble and ended up having to modify them to look correct in-game. I may have been assuming ALL textures overlap when they do not. But since they are already done, I'm far too lazy to go back and check. Another Edit: I missed the last part, it should not be out of your league. I have had some ideas for combine/split options for awhile but just never had a reason to do it until now. My idea is to extend the capabilities of the "split" option to allow splitting the fully combined/upscaled image with the "duplicate" pixels, fully automating the part that gives the most headache. So the whole process would be... - Combine the textures together. I can update the "combine" option to have an option for overlapping pixels to automate this part. This would be useful if there are still backgrounds you have not yet combined. This would allow combining one from scratch, not having to worry about overlap, and creating the ".ctt" file that stores the texture names and other attributes so that when it is split, it will automatically rename all the textures. - Upscale the combined texture. I do suggest the 3x tiling/crop method so that the left and right are seamless with each other. - Split the upscaled texture. I can update the "split" option to allow altering the number of overlapping pixels. So if you upscale at 8x, you would set that value to 8 and it would split the textures with 8 rows of duplicate pixels between them. At least thats the idea. If the "combine" option was used, you could load the CTT file and all necessary settings would be automatically filled out and split textures keep their original names. If splitting an already combined image without the CTT file, textures would have to be manually renamed. It's a rather big and confusing addition that I feel I'm capable of, it just may take me some time to get all implemented in a way that works and makes sense. Plus, to me it's a lot easier, less painful, and more exciting to make code that does it, rather than try to manually make it all work by hand. When I make progress, I'll announce it in my tool's thread. 08-06-2019, 03:02 PM
Awesome Bighead, your texture tool is amazing, looks like it's gonna get even better! Take your time, we're in no hurry, I'm just happy your guys are working on it, because after reading your posts I know it's definitely out of my league! And thanks Admentus for the code update!
More backgrounds being reworked on it's way.
Lon Lon Ranch Stables: |
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