I'll have to try SMG2 on my new 1070, but I was not getting any problems with my 970 that were abnormal before. It was running the best it ever has. Maybe I didn't play long enough though.
@Kronikos: nice congratulations for the upgrade, i'm thinking n the exact same card to make an upgrade, how many fps you get at 6x with post enabled?
@rlaugh0095: updatedt texture tool to fix the problems you reported you can download it here
https://goo.gl/IPJxiP
Tino, I've got yet another request.
So there are a few objects in Xenoblade Chronicles (and a lot of other games) that use blending mechanics that makes two textures blend into each other. This gets most of the time determined by a mask texture. It's a black and white texture that controls what texture has to be displayed.
Here is an example.
However when using normal maps it kinda "skips" this texture making the normal mapping appear over the entire object.
Is it possible to make the correct material map displayed on the correct parts of the object based on the mask texture?
(07-10-2016, 04:17 AM)Tino Wrote: [ -> ]@Kronikos: nice congratulations for the upgrade, i'm thinking n the exact same card to make an upgrade, how many fps you get at 6x with post enabled?
@rlaugh0095: updatedt texture tool to fix the problems you reported you can download it here
https://goo.gl/IPJxiP
Hey Tino, I'm a bit curious on the shader database thing. Is there a site for sharing these? Couldn't you just drag a friends shaderUUID to your own User/Cache/ShaderUUID folder and it would work?
@KillzXGaming: that is exactly the idea if someone play a game and have all the uids, it can share the files and they will help others play the game without stutering, I will add a share folder soon with uids collected by varius users, anyone willig to share the uids just have to send them to me or share them here
(07-10-2016, 05:22 AM)Rickv123 Wrote: [ -> ]Tino, I've got yet another request.
So there are a few objects in Xenoblade Chronicles (and a lot of other games) that use blending mechanics that makes two textures blend into each other. This gets most of the time determined by a mask texture. It's a black and white texture that controls what texture has to be displayed.
Here is an example.
![[Image: 0b4635b74c.png]](http://puu.sh/pVYM3/0b4635b74c.png)
However when using normal maps it kinda "skips" this texture making the normal mapping appear over the entire object.
Is it possible to make the correct material map displayed on the correct parts of the object based on the mask texture?
is complicated, the game configures the shaders to make the blending, to allow that i will have to detect the blending path used by the game and appply it to the normals, is not easy to do and is potetially bugy if i get a false positive and detect the wrong blending equation.
(07-10-2016, 07:54 AM)Tino Wrote: [ -> ]is complicated, the game configures the shaders to make the blending, to allow that i will have to detect the blending path used by the game and appply it to the normals, is not easy to do and is potetially bugy if i get a false positive and detect the wrong blending equation.
Ah I see. Perhaps I can fix it with custom models by duplicating the object and separating the textures. Thanks for the reply though !Â

you can download some uids from here
https://goo.gl/aU0LOJ
some are generated by me but a lot of them are from other user, just copy all the files with the GAMEID you need to your User/Cache/ShaderUUID and your are good to precompile the shaders
(07-10-2016, 08:34 AM)Tino Wrote: [ -> ]you can download some uids from here
https://goo.gl/aU0LOJ
some are generated by me but a lot of them are from other user, just copy all the files with the GAMEID you need to your User/Cache/ShaderUUID and your are good to precompile the shaders
Thanks! I think you sorta forgot an "S" on ShaderUIDS as mine is called ShadersUIDS.
If shader database can AUTO sync (upload or download) from a cloud within Ishiiruka-Dolphin emulator that would be nice.