(06-08-2016, 05:44 AM)jimbo1qaz Wrote: [ -> ]The pillars. And the pink bricks with horizontal green layers.
Oh I got you. The pillars have an ivy texture and I accidentally inverted the normal making it look like the vines are  going inward instead of outword. Easily fixable.

 I plan on using saturday as my fixing day so i'll take care of it.
(06-08-2016, 12:42 PM)rlaugh0095 Wrote: [ -> ]Oh I got you. The pillars have an ivy texture and I accidentally inverted the normal making it look like the vines are  going inward instead of outword. Easily fixable.
 I plan on using saturday as my fixing day so i'll take care of it.
I don't know what you mean by inverting the normal. The depth looks normal to me (not recessed). You should check to make sure you're fixing a depth issue, not creating one.
(06-08-2016, 01:35 PM)jimbo1qaz Wrote: [ -> ]I don't know what you mean by inverting the normal. The depth looks normal to me (not recessed). You should check to make sure you're fixing a depth issue, not creating one.
Hmm, if not depth, perhaps too much vine? I could go back and reduce the quantity if that's it.
Never mind, I don't know what's wrong with the texture pack. I think you should know better. Just check with original and inverted normals, and pick whichever looks more natural to you. (Does the simulated light come from above?)
That screenshot shows a narrow band along the top of the vine, as if the vine is convex, but recessed into the wall. Is that normal?
(06-08-2016, 04:13 PM)jimbo1qaz Wrote: [ -> ]Never mind, I don't know what's wrong with the texture pack. I think you should know better. Just check with original and inverted normals, and pick whichever looks more natural to you. (Does the simulated light come from above?)
That screenshot shows a narrow band along the top of the vine, as if the vine is convex, but recessed into the wall. Is that normal?
It shouldn't be normal. The vine should extend outwards. Actually I have a way too see if the normal is an issue. I added a displacement map to the texture, so i'll crank it up when I get home and see if that is the problem. Â If so, I can redo the texture from scratch. I've made a better vine texture yesterday so I'll give that one a try and see if that helps, this time using less vine..
Although I'm the one making the pack, outside advice can be helpful if constructive and honestly, yours is the most constructive I've gotten, so thanks.

I love it when people point out issues with the textures themselves without making it about the artstyle. That way, I can improve my hobby, while doing it how I want.Â
This goes for everyone, if I post a screenshot and you notice something off about how a texture is mapped, feel free to let me know and give me advice. Sometimes I'm so caught up in getting g the job done that I miss things like this. (Hints why I need a fixing day) XD Need to hire a quality control manager.
Is there someway to use the widescreen hack without some distant objects disappearing?
You mean, without culling becoming an issue? You have to look for a game-specific cheat code and disable the widescreen hack.
(06-09-2016, 12:18 AM)leolam Wrote: [ -> ]You mean, without culling becoming an issue? You have to look for a game-specific cheat code and disable the widescreen hack.
Okay I have looked in to that but sometimes they are hard to find and it´s easier to just activate the widescreen hack
(06-09-2016, 12:23 AM)ShinySprite Wrote: [ -> ]Okay I have looked in to that but sometimes they are hard to find and it´s easier to just activate the widescreen hack
There isn't really anything you can do other than that. Getting rid of culling requires game-specific work.
(06-05-2016, 10:02 PM)HenrikoMagnifico Wrote: [ -> ]I am having issues with using Ishiiruka-shaders on other games than The Legend Of Zelda: Twilight princess, especially Super Mario Galaxy - where any shader at all makes this weird shadow glitch below Mario. Is this a bug or am I missing something? I am also experiencing very hard lag during pre-rendered ".mp4 cutscenes", such as the ones in Super Mario Sunshine and Mario Galaxy - even without graphical enhancements enabled. Thanks in advance, ~Henriko
It's no bug it's just a depth buffer with either very high or very low depth values.
e.g. SMG2 has very small depth values (that causes a very dark and slow ssao and black haloing around objects):
[
attachment=14762]
and as an example LoZWW which uses ... normal scale depth values:
[
attachment=14763]
so I have one request to tino: pleasepleaseplease add a shader for editing(/multiplying) the depth values.
(or, that would be even better but i think it's not that easy to implement: multiplying the values of the vertices (maybe always before rendering a frame because otherwise animations, physics etc. will be pretty broken, I think) that would also fix the problem that stereoscopic 3D is in some games barely existing/extreme)