(08-18-2017, 06:41 AM)GamerPedro56 Wrote: [ -> ]Don't know why, but, in ANY version: The Stable, the normal or the other one, runs SLOWER than the official Dolphin builds... NO, SERIOUSLY, in the official build, i get 60fps on Rhythm Heaven Fever, but in Ishiiruka, it causes A LOT of slowdowns, even with the lowest graphic settings, so, i prefer the official builds... But anyways, Nice build, brah! :V
can you please share the configuration you use?
What's the progress on Uber Shaders being implemented?
Hello to you all. I have a problem with all the latest releases post 961 with the custom textures.I have been playing Skyward Sword and they are not loading properly,they have "funny" colours,image is blurry and "trembles".The most curious issue even with the 961 release is that when I am in th Sky when I pause to map screen and then return to game the problem with the custom textures exhibits too.Every time I have to disable and then re-enable custom textures. Should I change something?
@christeacher: what backend are you using?
(08-18-2017, 10:50 PM)Tino Wrote: [ -> ]@christeacher: what backend are you using?
I suppose you supposed that the culprit is direct3d12 and indeed the problem occurs only then. In directed11 everything works fine. I don't know if this was a known issue but I confirm that is happening post 961.
Hi guys.
I'm trying to make material textures work for a whole day. But I must do something wrong obviously.
So this is what I do:
1) I make normals, displacement, occlusion, specularity and diffuse texture in a program called CrazyBump.
2) I rename the created textures to the format described in this thread tutorial and copy all textures to the load folder.
3) I convert the created png textures to DDS
4) I use Opengl backhand and check textures and materials to be loaded.
But theres nothing different, with or without materials.
Could you guys with the experience check what I do wrong or should do differently? Any advice or suggestion much appreciated!
Thanks.
@djneo: did you use the texture tool to generate the material textures? if not the only way to load the raw textures is to set HiresMaterialMapsBuild = True in the gfx config file that will load the raw files and build the material map on the fly.
@Tino so I see you suggest I should use rather build texture tool to create all materials automatically, rather than use that external software? And then n it'll work?
If I understood it correctly, I'll be more than happy to do that actually, because I don't like that CrazyBump program too much.
@Techie, I use d5 DDS. I learned about that BC7 format just today. So I'll jump to that too

I can upload some samples tomorrow when I'm on the Wifi
Thanks!
@djneo: no

, i created a tool to build a compressed texture material map (a ishiiruka native format) from raw bump, normal and specular texture, the link for the tool is in the 3rd post.
Hooray!
Seems like I'm getting somewhere finally guys

The results just aren't very realistic right now, but I see clearly the difference now.
The jersey textures just looks like neon right now haha.
But I think it's because I'm using wrong program for creating the material textures.
Because this program gives me different choices than what Ishi needs.
It let me save texture as the following:
Normal map NRM
Displacement map DISP
Ambient occlusion OCC
Specularity map SPEC
Diffuse color map COLOR
And as we know Ishi needs something little different.
So is there any software I should buy that would render exactly what our beloved Ishi needs?
Also I don't need to have Phong lighting ON, correct? Just per pixel lighting?
Damn it's so exciting!
Thanks!