(12-01-2017, 07:02 AM)Tino Wrote: [ -> ]What i mean was if your tested other version than 1004 and 879, you have most of the older version in this links:
https://goo.gl/pFWsMB
https://goo.gl/Eldxmf
https://goo.gl/A1K8vy
yes, but there is not another version between 879 and 1004, is that correct? Or must be completely blind haha
edit: oh, I found them!

Testing now..
so the OpenGL in v996 works, in versions after that OpenGL is not working.
But custom textures are not working even in this version...
@djneo: what is not working for you in custom textures?
(12-02-2017, 07:06 AM)djneo Wrote: [ -> ]they not loading at all.
can you give me more detail, game you are trying link to the texture pack?
Sure, it is Nhl2k11, US version.
It worked before without any issues. It is also working with newest master, if it helps..
Hey Tino, as an exercise I decided to try to come up with a method to create images in your material map format using bump, specularity, and normal maps. I managed to be successful I think, but I noticed something I wasn't expecting. In your description you mention that you reduce the range of the normal and bump mappings from (-1.0, 1.0) to (0.0, 1.0), which to me translates that any RGB value below 128, should be increased to 128, and values of 129-255 should not get modified.
Using Ishiiruka tool, this is the result:
Using my own awful code, my first result was this:
Well that's not right, try keeping the full range of the normal values:
Ok that last one was close, so try not reducing the range of the bump map:
And success (I think). There are some very slight differences in pixels from the first image and I'm not sure why. But I think this is the intended result, or at least the result that comes the closest to your tool. So I have to ask, is Ishiiruka Tool actually reducing the mapping range? Or is this done in Ishiiruka Dolphin itself? I don't even know if my question makes sense, I'm just trying to figure out if I'm doing this right.
The range is not reduced just transformed from -1..1 to 0..1 and then to 0..255 to encode in rgba32, when you provide a normal mat the z element is discatded and the x and y elemts are encoded in the grenn and alpha channel to reduce compression artifacts, and bump and specular values are stored in the remaining channels
(12-02-2017, 08:04 AM)djneo Wrote: [ -> ]Sure, it is Nhl2k11, US version.
It worked before without any issues. It is also working with newest master, if it helps..
do you know the lats version where textures worked for you? the same happends with other games? also can you share one of the textures i dont find them on the custom texture forum
(12-03-2017, 01:40 AM)Tino Wrote: [ -> ]do you know the lats version where textures worked for you? the same happends with other games? also can you share one of the textures i dont find them on the custom texture forum
Sure, I'll do everything as I get home on Monday

Thanks!