So I did that, but no any visible difference in the game.
Tried convert both textures (main and material) to dds7 and no difference, unfortuatelly.
I see I need to "enable hires textures", where is that magic button please?
Thanks again.
..so I can actually see the custom material map working when I enable tesselation and then hit the custom material loading button.
Unfortunately, it will break something and models fall apart kinda. Without the tesselation ON tho, I can't see any change, especially in lightning and self-shadowing, which I was really hoping for...
that means the game is not using ligthing at all is just simulating it, but when you enable tesselation and click on forced ligthing ishiiruka forces the usage of lights, you should use those options and set tesselation sliders to the minimun value to get the original models but with materials enabled
Great idea!
Unfortunately the models fall apart no matter what value I set with tessellation sliders,
take a look at the vid
Any idea?
let me see, maybe is not that the geometry is deformed maybe is a problem with culling will try to add an option to force disable culling to see if that changes how the the model are displayed
Wow, that would be really awesome, if you somehow make it work!
With @onemoretry LOD hack and your materials enabled, that would be a whole new level! Fingers crossed
@Tino,
Internal mipmaps don't work properly using Ishiiruka.
Here is an
example of what I mean
The right side is when using the dolphin-emu (5.0-6208). The left side is using Ishiiruka (1025).
This is
excluding the arbitrary suffix.
This is the texture used in this image. I double checked the flags and PixelFormat, and it should all line up, so I don't really understand why it's not working.
(01-24-2018, 11:01 AM)Rickv123 Wrote: [ -> ]@Tino,
Internal mipmaps don't work properly using Ishiiruka.
Here is an example of what I mean
The right side is when using the dolphin-emu (5.0-6208). The left side is using Ishiiruka (1025).
This is excluding the arbitrary suffix.
This is the texture used in this image. I double checked the flags and PixelFormat, and it should all line up, so I don't really understand why it's not working.
whit internal mipmaps do you mean mips included in a dds file? can you point me to a download link for those textures?
(01-24-2018, 11:04 PM)Tino Wrote: [ -> ]whit internal mipmaps do you mean mips included in a dds file? can you point me to a download link for those textures?
Here is the full package inluding the .png version.
The textures are converted using TexConv with the following syntax.
'texconv -y -srgb -ft DDS -f {0} -m 1 -o "{1}" "{2}" '
{0} = DGXI_Format ( BC7 )
{1} = outPath
{2} = input
After the textures have been generated, I "manually" append the mipmaps to the original texture and changed their flags and MipMapCount within the header of the .dds file. As far as I'm aware these values should be correct.