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I was reporting differences between my last test, because I assumed it would be tedious and messy if you read through the same copy-pasted details each time.

My original post (#7) outlined what I'd done previously, i.e. played the game on 3.0, 3.5, 4.0 and some intermediate dev versions, with DX11, and not a single custom texture had loaded when using the fairly standard settings listed in that post. I also offered to provide any further information, and stated that unwanted vanilla textures could be seen at any point during the game, as there is not a single frame I've ever seen the game put out (including the 'press A and B to begin' splash screen) which shouldn't have at least one texture replaced.

You then asked for a link to the texture pack. Seeing as I was away (as I'd stated) Delroth beat me to it.

Your next post implied you weren't having any issues.

I was still having the exact same issue of vanilla textures being used even when custom ones existed. (post #15)

JMC47 provided another build (#16). I said it worked with my initial settings, but not when dump textures was on too (#17).

I then started testing with different settings on JMC47's build. While I was doing this, degasus posted (#18). This post didn't show up as unread for me as I had a textbox open when he posted it.

I then repeated testing with settings which worked in JMC47's build, but in 4.0, and had problems, and posted screenshots of said problems (#19).

Now, reading this back I've seen it's a little messier than I'd have liked. So, what do you need to know that isn't summarised here?
Sorry, but you lost me. I have more important things to do than reading all of the comments again and making any sense out of it. Also, even with your explanation lots of things don't make any sense, but arguing over that is not the point of this thread.

I was just hoping that maybe in the future you could try to make things more clearer, especially when I'm asking for reports that save my time. But I guess I'm asking for too much with that.
Gave 4.0-331 a try that was posted here.

Basically the 'broken' textures that were glitched before in my older screenshot are now simply NOT loading at all, it uses the default textures from the game instead, and only a few HD textures are being loaded (which do show correct). But the majority is simply being ignored by Dolphin now.

I'd post a screenshot to show exactly what I mean, but apparently in 4.0-331 Dolphin crashes when you press F9 to take a screenshot. So I'll have to go at it via the long way around which is by using PRTSCR. I'll take the shots later if it's really needed, but I think you get the idea behind this.
Heya, I've been playing around with this texture pack with overall great results. Unfortunately, some textures (namely, a lot of HUD stuff such as A button text and almost everything on the start menu) do not load their high resolution variants. I have been able to reproduce this in both the OpenGL and Direct3D back-ends, and this occurs with EFB-to-texture, EFB-to-RAM (with or without cache), and the texture cache set to any level. I've tried all three texture cache accuracy options with limited success. The fast texture cache option tends to load the most textures (i.e. the sword icon on the B button), while choosing a "safer" options result in less high-resolution textures being loaded.

This does appear to be a "known issue" by the texture pack creator as well. As documented in their included readme file with the texture pack:

"The HUD icons don't load most of the time - yeah I know, blame Dolphin. I only included the icon textures incase anyone wants to use them for anything."

I'll double check things and see if the original texture dumps may have been off when the pack was created or what, although I'm not expecting any miracles.

Here is a screenshot to show what's happening:

[Image: kaBiIb8.png]

I circled in green two items that did have high resolution textures loaded, while the rest of the items in the start menu are just using the defaults. I've circled in red one of the major issues, which is the A and B buttons not having any visible text.
Please provide:
* a fifo log of a scene which contains broken textures, http://wiki.dolphin-emu.org/index.php?title=FifoPlayer
* one of the broken textures. I don't want to download the whole texture pack, thanks.
Here is a zip file with the requested information. I have included a FIFO log that goes through the process of loading into a game from the file select screen and then accessing the start menu. Hopefully it's not too much! It was able to compress nicely, if file size would otherwise be a concern.

In the zip file, I have also included three textures. One of these textures is one that appears to always work, another seems to occasionally function, and the last one never displays.

If there's any further information you need, neobrain, please let me know. Cheers!
I can't extract that archive because it uses an unsupported compression scheme. Please use something different than LZMA. Also note that a 300 MB dff logs sort of big, I just need one or two recorded frames.

Also, which video backend where you using? does the issue occur for other backends, too?
Hah, guess I should have tested the archive before just submitting it. Regardless, I tossed a two-frame FIFO log into another zip file that can be downloaded here. I still have the small ReadMe file and three textures in there just in case, although you were probably able to extract those already.

I primarily use the OpenGL back-end, although Direct3D exhibits this same behaviour.
Did these textures ever work under some configuration?
So there's all kinds of silliness going on here. First off, it looks like Wind Waker actually uses several textures for one item (I had eight different texture dumps for the Boomerang after setting it to all the buttons), but even by changing all of the custom textures to the dumped names it's still rather unreliable. I was able to reproduce something really interesting, however: If I put the Boomerang on one slot (say, X), it could load the custom texture. I could then swap it to Y or Z and then back to X, and it may or may not load the custom texture. It seems to be almost entirely random whether or not the texture will work when swapping.

I tried to capture this in a FIFO log for you, although the playback doesn't seem to include the custom textures at all even though the recording did.

Whenever I think I have this figured out, it manages to throw me for a loop. I don't have a clue how it wouldn't be loading at this point. All of the Boomerang images in the original texture dump were accounted for. I've included the custom ones in the zip file since they're quite small in size.

Also, this may very well still not be a Dolphin bug. It could be the custom textures, a configuration issue, or some other strangeness with the way textures are handled in the game. I've got more textures working than before, but none of them seem to properly display reliably. Basically, if their position is swapped, there's a chance that the texture seems to just "break" and revert to the default.
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