(03-08-2020, 06:49 PM)calebthegeek Wrote: [ -> ]...whether you finish the text or not I will most certainly put it in the pack and replace it!
It wouldn't be a replacement, more like an alternative. Like I've been saying this is the version of the font when "IPL.bin" is present in the "GC" folder. This may be something most people do not have or use, so you would still need to finish the fonts on your end. If that file is missing, this version of the text won't show up.
GameCube Main Menu
One could wonder.. why would I bother with the bootup screen? I don't know, maybe I'm nostalgic. When I boot a GC game I like to watch that cube roll across the screen. When I play a GB gameboy game, I expect the Nintendo logo to drop. To me a console's start screen is part of the experience.
https://www.youtube.com/watch?v=O4kYmdBV7ec
(03-09-2020, 03:50 AM)Bighead Wrote: [ -> ]It wouldn't be a replacement, more like an alternative. Like I've been saying this is the version of the font when "IPL.bin" is present in the "GC" folder. This may be something most people do not have or use, so you would still need to finish the fonts on your end. If that file is missing, this version of the text won't show up.
GameCube Main Menu
One could wonder.. why would I bother with the bootup screen? I don't know, maybe I'm nostalgic. When I boot a GC game I like to watch that cube roll across the screen. When I play a GB gameboy game, I expect the Nintendo logo to drop. To me a console's start screen is part of the experience.
https://www.youtube.com/watch?v=O4kYmdBV7ec
I see I see, this is all still relatively new to me still, thank you! I actually have them finished now, just have to upload them later so look out for the update before you finish the game! And I agree, the menus, music, and startup all make a console feel more unique than when I just boot up games on my PC. The nostalgia factor is definitely there. The only thing left I couldn't do for Wario World was making material maps. I had some made and followed some guides but they weren't displaying right in the game but I think that's out of my league however I'm glad it's all done now.
(03-08-2020, 07:34 PM)Admentus Wrote: [ -> ]You have made only 11 posts so far.
Some restrictions are unlocked when you made 10 and 50 posts. Once you made 50 posts, you should be free to create a new thread in the Custom Texture Projects section. You can read up on that in https://forums.dolphin-emu.org/Announcement-global-forum-rules.
Easiest way to do so, is to make some supportive replies on the forums over time until you get rid of those restrictions. They are set in place to prevent newcomers to the forums which could be a scammer / spammer.
You can always re-create the whole thread once you unlock permissions for it.
I figured that was what I needed to do, gives me more of a reason to be active here. I was just confused because in the custom texture forum there was a 'How to start a texture project' that mentioned asking an admin to move your thread. Thanks!
(03-09-2020, 05:09 AM)calebthegeek Wrote: [ -> ]I figured that was what I needed to do, gives me more of a reason to be active here. I was just confused because in the custom texture forum there was a 'How to start a texture project' that mentioned asking an admin to move your thread. Thanks!
Yes, you should be allowed to ask an moderator to do that for you. But since an administrator will need to manually go through this it may take some time. Sometimes it may go unnoticed. If you want to be able to do it yourself, you will have to wait until you have made 50 posts.
Your thread might receive more notice from moderators if you polished it. There are templates to follow. You can check up on other popular texture pack threads to see how you could design one such thread yourself. Screenshots, videos or comparison shots for example are highly valued. As well as other enhancements you can bring to your project.
Try for example to directly show images within your thread using the [spoiler] and [img] tags. It's a quicker way for users and staff to quickly observe the contents of the texture pack. Other stuff you can include are requirements or suggestions in order for the texture pack to work at it's best (specific Dolphin development build? RAM for prefetching? CPU-Clock Override? Dolphin settings? AR Codes? Etc). A changelog is also nice to include, as well as credits if you texture pack contains textures made by others. Make sure the thread is readable and easy to read through. And so on. In general you usually don't need formatting for your threads (text size, bold, italic, underline, alignment, etc). The default font is quite readable as it is. Formatting is mostly used to make certain parts of a thread stand out. If everything is formatted (ex. bold) then it won't do much when it should matter in a thread. (ex. title header).
Most importantly, make sure you don't overdo asking for a request. These are just some general tips to be aware of in order to help you and I mean nothing personal by this. A moderator will eventually get to it.
These are you suggestions on how you could improvement visibility for your project. You might already have applied these techniques of course. But if you haven't, it's worth considering.
At least, that's what I think helped me out. You should definitely take your time to iterate on your thread. Your project isn't worth much (it actually is really great, through!) if no one is checking it out because it isn't read by users due being poorly visible. Again, I am not saying that this is the case, just some advice.
(03-09-2020, 07:18 AM)Admentus Wrote: [ -> ]Yes, you should be allowed to ask an administrator to do that for you. But since an administrator will need to manually go through this it may take some time. Sometimes it may go unnoticed. If you want to be able to do it yourself, you will have to wait until you have made 50 posts.
Your thread might receive more notice from administrators if you polished it. There are templates to follow. You can check up on other popular texture pack threads to see how you could design one such thread yourself. Screenshots, videos or comparison shots for example are highly valued. As well as other enhancements you can bring to your project.
Try for example to directly show images within your thread using the [spoiler] and [img] tags. It's a quicker way for users and staff to quickly observe the contents of the texture pack. Other stuff you can include are requirements or suggestions in order for the texture pack to work at it's best (specific Dolphin development build? RAM for prefetching? CPU-Clock Override? Dolphin settings? AR Codes? Etc). A changelog is also nice to include, as well as credits if you texture pack contains textures made by others. Make sure the thread is readable and easy to read through. And so on. In general you usually don't need formatting for your threads (text size, bold, italic, underline, alignment, etc). The default font is quite readable as it is. Formatting is mostly used to make certain parts of a thread stand out. If everything is formatted (ex. bold) then it won't do much when it should matter in a thread. (ex. title header).
Most importantly, make sure you don't overdo asking for a request. This is just some general tips to be aware of in order to help you and is nothing personal. A moderator will eventually get to it.
These are you suggestions on how you could improvement visibility for your project. You might already have applied these techniques of course. But if you haven't, it's worth considering.
At least, that's what I think helped me out. You should definitely take your time to iterate on your thread. Your project isn't worth much (it actually is really great, through!) if no one is checking it out because it isn't read by users due being poorly visible. Again, I am not saying that this is the case, just some advice.
I suppose it's pretty obvious but I've never been a forum go-er so this actually really helps. I'll do a rewrite of my post after I upload the next version and rack up some more posts. Also, great work on the Zelda stuff it's mighty impressive what you've done with all those games for the Wii and GC versions.
Just finished the game and all "IPL" version of the text complete:
https://www.mediafire.com/file/o77zr0zoj5mu9eo/WW_IPL_Text.7z/file
Included is both PNG and DDS BC7. I didn't do the end credits, it was starting to become a bit monotonous at that point. It's not perfect, I noticed some issues when replaying some of the earlier stages when saving the spritelings. It seems that not all of the canvas is used, so if it doesn't line up perfectly (which I know a few of them don't), it causes some text to be cut off in places. Also, the game is doing something to colorize certain parts of the text which custom textures have no control over.
Outside of the spriteling messages, its fine everywhere else (including their recap message on the pause menu). Maybe someday I'll go back and fix it up. Doing this version was mostly just for the selfish reason that I wanted it, and considering most people may not even see this version... well we'll see. I know I'll end up playing it again eventually.
If for some odd reason there ends up being hash conflicts, meaning text that I created somehow matches names of text that you created, I would advice NOT to overwrite with mine. This shouldn't be the case, but just a heads up if it is.
(03-09-2020, 09:22 PM)Bighead Wrote: [ -> ]Just finished the game and all "IPL" version of the text complete:
https://www.mediafire.com/file/o77zr0zoj5mu9eo/WW_IPL_Text.7z/file
Included is both PNG and DDS BC7. I didn't do the end credits, it was starting to become a bit monotonous at that point. It's not perfect, I noticed some issues when replaying some of the earlier stages when saving the spritelings. It seems that not all of the canvas is used, so if it doesn't line up perfectly (which I know a few of them don't), it causes some text to be cut off in places. Also, the game is doing something to colorize certain parts of the text which custom textures have no control over.
![[Image: ZOq8Mki.png]](https://i.imgur.com/ZOq8Mki.png)
Outside of the spriteling messages, its fine everywhere else (including their recap message on the pause menu). Maybe someday I'll go back and fix it up. Doing this version was mostly just for the selfish reason that I wanted it, and considering most people may not even see this version... well we'll see. I know I'll end up playing it again eventually.
If for some odd reason there ends up being hash conflicts, meaning text that I created somehow matches names of text that you created, I would advice NOT to overwrite with mine. This shouldn't be the case, but just a heads up if it is.
A huge thank you for this, I also had the exact same problem, even though the text was within the canvas size it got cut on the spriteling messages and some parts were randomly colored no matter how perfectly I aligned the text, oh well I spent hours remaking the text boxes and then even more time using your tool to fix the pixel problem but I will include it in my pack pronto!
Also I should ask, do I just include the text within the same text folder as the rest or do I put them in their own folder?
It shouldn't matter. You can keep it separate for the sake or organization, or toss it all together. Your choice.
alright, it's all done so I'll reupload the pack, glad you enjoyed the game and used my textures!