Can sombody help me, I'm having this problem when I select IshiirukaFX as a post processing effect. I configure the setting so it looks really nice. However when I load up a different game I have to change the settings for it to look nice on that game. So I have to recofigure the settings each time I load a diffent game.
So I was wondering if there is a way for Ishiiruka to remember my post-processing cofig settings for each game for me??
Any help would be greatly appriciated, thanks!

Is there a wiki for this?
I seem to have an average every day emulator (with one or two extra bits) pretty sure my own fault.
I mainly am interested in normal maps and such in this game.
(Unless you have a way to edit UVs not just the texture I mean as in re doing the entire UV map and of course with the added bump, norm, reflection, alpha etc etc maps)
I realized I wrote that very vaguely. I read something about bump mapping and was wondering if I can make my own and import them, albeit normal mapping is not the same I know that, so the better question is, can I make norm maps and import them, or is it pre defined bump maps how edible is bump/norm maps and how do I import them if at all?
Downloaded latest build and can't load Xeno HD textures. How to fix this?
(12-20-2015, 09:36 PM)intra Wrote: [ -> ]Hi again, Tino, if I was too vague when I mentioned nearest-neighbor filtering for the game textures I meant so modders could create things in a 3D pixel art style. Similar to these: http://imgur.com/a/C4wTO
It's a neat style by itself, it could be interesting to combine with the shader effects you've added, like specular lighting etc. 
Will try to add the filtering selection functionality soon thanks for your feedback.
(12-21-2015, 01:55 AM)slarlac249 Wrote: [ -> ]rogue leader menu backgrounds aren't displaying correctly in d3d11 on your builds Tino. only the text shows up, the backgrounds are black.
for rebel strike the menus display correctly.
opengl is unaffected.
Thanks for the report will take a look.
(12-21-2015, 02:58 PM)Lokote Wrote: [ -> ]Hi, for MySims Kingdom, Ishiiruka builds breaks world texture loading, even with the asynchronous option turned off, in trunk everything is ok.
I used DirectX 11 backend.
Thank you Tino, Ishiiruka is actually my main build for playing GC/Wii games.
can you give more detail on the issue?
(12-23-2015, 12:05 PM)Mephisto-DCIX Wrote: [ -> ]Can sombody help me, I'm having this problem when I select IshiirukaFX as a post processing effect. I configure the setting so it looks really nice. However when I load up a different game I have to change the settings for it to look nice on that game. So I have to recofigure the settings each time I load a diffent game.
So I was wondering if there is a way for Ishiiruka to remember my post-processing cofig settings for each game for me??
Any help would be greatly appriciated, thanks! 
Post Processing configuration is per game, when you edit the configuration outside the game you select the default values. But when you edit the configuration with a game started the seetings will be stored for that particular game. you can find your game specific shader presets inside \Documents\Dolphin Emulator\Load\ShaderPresets inside everygame folder there is a ini if you copy that ini to other game folder you can apply those settings.
(12-23-2015, 12:09 PM)Grimreaper Wrote: [ -> ]Is there a wiki for this?
I seem to have an average every day emulator (with one or two extra bits) pretty sure my own fault.
I mainly am interested in normal maps and such in this game.
(Unless you have a way to edit UVs not just the texture I mean as in re doing the entire UV map and of course with the added bump, norm, reflection, alpha etc etc maps)
I realized I wrote that very vaguely. I read something about bump mapping and was wondering if I can make my own and import them, albeit normal mapping is not the same I know that, so the better question is, can I make norm maps and import them, or is it pre defined bump maps how edible is bump/norm maps and how do I import them if at all?
You can make your own and import them. It is important to know before hand however, some games don't make full use of the lighting requirements needed to use them however. Here is a tutorial on how to add your own Nrms if needed.Â
https://www.youtube.com/watch?v=0ZoDxHyWeNs
As a small list of the games I know support nrm maps.
Fragile Dreams-Full support
Twilight Princess-Full Support
Pikmin2-Full support
Soul Calibur 2-Full Support
Smash Bros brawl-Full Support
Skyward Sword-Full support
Luigi's Mansion-Full support
Monster Hunter 3-Full Support
Resident Evil 4-Full Support
Fatal Frame:Mask of the full eclipse-Full Support
Xenoblade Chronicles-Partial support (I haven't test much but I know I couldn't get anything in gaur plains to work, but I got cliffsides in colony 9 to work)
Metroid Prime-Broken Support (only appears when you fire your arm cannon or in morph ball form.
Another thing to note, even if games don't support them in the environment, 9/10 the character models do, so that would be a good way to test them.
