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Kirby Air Ride HD Textures v0.4.2 [Updated!] [WIP] - Printable Version

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+--- Thread: Kirby Air Ride HD Textures v0.4.2 [Updated!] [WIP] (/Thread-kirby-air-ride-hd-textures-v0-4-2-updated-wip)

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RE: Kirby Air Ride HD Textures v0.4.2 [Updated!] [WIP] - The_Master_E - 05-29-2015

(05-27-2015, 01:48 PM)Kilerbomb Wrote: By the way, how are you liking the new textures so far? I'd like to know if there's anything I need to change/missed. I know there's some text missing, but like I felt I was taking a while with the update, so I just decided to release what I had done.

Some of the fonts look a little thin. The flavor text for "Free Run" in City Trial looks like a good example of what I mean. I'm not sure if there's much you can do about it without ruining symmetry, but I thought I might as well bring it up.

Hmm... If I could suggest anything, the character photos that display when you damage someone look a little "washed out" when compared to the originals. I like the scale relative to the size of the image of yours over the originals, though.

The proximity arrows (the markers showing where a player is relative to you when off-camera) for the colors Yellow and Blue both have inconsistencies with the original texture. (The cheeks for Yellow and the specific shade of Blue.) EDIT: Both A buttons (the one when you plug in a controller and when you're about to start a Stadium) are a bit wider on the source texture. The centering of the 1 in "P1 OK" is off. Also, you forgot the colon on the "Z: Game Settings" tab on the player registration screen.

Everything else looks great!

FYI, a great way of cross-referencing textures is built right into the emulator itself! If you open the graphics menu and toggle off custom textures while you're still in game, the emulator will render the textures in the ISO immediately! Toggle it on and off to compare your textures with the games textures in real time!


RE: Kirby Air Ride HD Textures v0.4.2 [Updated!] [WIP] - Kilerbomb - 05-29-2015

(05-29-2015, 05:20 AM)The_Master_E Wrote: FYI, a great way of cross-referencing textures is built right into the emulator itself! If you open the graphics menu and toggle off custom textures while you're still in game, the emulator will render the textures in the ISO immediately! Toggle it on and off to compare your textures with the games textures in real time!
I had no idea that you could do that, that's actually really helpful. Thanks for the tip! I'll look into some of the things you said.

For some things looking a little thin, a big part of that is that if I made it any thicker, the texture would clip like the originals do. I took a look at the character pictures, and they are a tad bright. I'll see what I can do about that. The "P1 OK" thing was an me finding a texture, not really knowing what it went to, and changing it. I never did change the other textures related to it. I'll probably release a quick fix for that, since I know it doesn't look very good.

Anyway, thanks for pointing those things out.


RE: Kirby Air Ride HD Textures v0.4.2 [Updated!] [WIP] - The_Master_E - 05-29-2015

They should really advertise the feature, ya know?

With the weird resolutions the system uses, it doesn't surprise me that custom textures might look off when in game. I wonder if the Xenoblade thread knows about this...?


RE: Kirby Air Ride HD Textures v0.4.2 [Updated!] [WIP] - StripTheSoul - 05-29-2015

If you want to use that feature, you just gotta disable custom texture prefetching (a feature merged a few days ago).


RE: Kirby Air Ride HD Textures v0.4.2 [Updated!] [WIP] - The_Master_E - 05-29-2015

(05-29-2015, 05:54 AM)StripTheSoul Wrote: If you want to use that feature, you just gotta disable custom texture prefetching (a feature merged a few days ago).

Really? I used it with texture prefetching just now and it worked fine. Sure the transition between assets wasn't as fast as it was when off, but since this project isn't massive it's only a second or two of loading.


RE: Kirby Air Ride HD Textures v0.4.2 [Updated!] [WIP] - StripTheSoul - 05-29-2015

Ah, ok... I just thought I read that in the Xenoblade thread...


RE: Kirby Air Ride HD Textures v0.4.2 [Updated!] [WIP] - Bighead - 05-30-2015

Probably referring to what I was talking about. Tongue Yes I knew about toggling "Load Custom Textures" to test old vs new on the fly. The side effect from prefetching, and what I was talking about on the Xenoblade thread, is that you can't test new texture changes on the fly with it enabled using the method of:

- Have load custom textures enabled
- Save a state
- Overwrite an already loaded texture
- Load state and the new texture is loaded

It only works if the custom texture you are replacing is already loaded and prefetching is disabled, and it's only useful when updating or making changes to a texture. To load new textures on the fly you have to toggle the load custom textures option, the save state trick is just much quicker for testing small changes.


RE: Kirby Air Ride HD Textures v0.4.2 [Updated!] [WIP] - The_Master_E - 05-30-2015

Huh... Cool.

They should advertise that as a feature too! Anything to make the textures look more like the source, I say!


RE: Kirby Air Ride HD Textures v0.4.2 [Updated!] [WIP] - gameboy96 - 07-14-2015

Extremely big fan of this pack it really does look top notch. I just wanted to make sure that it wasn't abandoned.


RE: Kirby Air Ride HD Textures v0.4.2 [Updated!] [WIP] - gameboy96 - 07-15-2015

Also I started working on textures that were left untouched. If you would like me to help I would be glad too Smile But if you are done with this project would it be alright with you if I continued using your work?