[Dolphin] PSOGC Tinkering with UI textures

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LutheeMajestic
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[Dolphin] PSOGC Tinkering with UI textures

Post by LutheeMajestic » Tue Apr 25, 2017 6:56 am

I've been working on higher-resolution Palette Icons mostly.
Last edited by LutheeMajestic on Mon Dec 25, 2017 11:15 am, edited 10 times in total.
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Aleron Ives
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Re: PSOGC on Dolphin small-scale texture replacement project

Post by Aleron Ives » Tue Apr 25, 2017 12:25 pm

I guess I would have two points of caution before you get too far:

a) Having only certain assets in HD could look kind of jarring next to the SD assets.

b) Certain things actually look worse in HD. :o

Take the dirt texture from Forest 1, for example. In order to make the texture look better than it really is, Sega flips it back and forth when mapping it to the ground. If you replace it with an HD texture that has much more detail, the floor ends up looking worse, because it becomes much easier to tell where the boundaries lie between mirrored textures when the floor has visible seams between each texture copy. This problem seems to have killed all HD PSO texture pack efforts in the past. :?
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Re: PSOGC on Dolphin small-scale texture replacement project

Post by LutheeMajestic » Tue Apr 25, 2017 12:28 pm

I'm focusing at the moment on smaller UI stuff, which if I can make a decent UI to go with will not look jarring, but I totally understand what you mean.

Also, I'm not letting PSO handle the new textures, it's dolphin which does the work and so far no similar bug/issue occured.
I even tried doing a shitty Orange Box texture replacement for shits and giggles, when mapped on the object it just works.

I updated my goal a bit in the first post, I'm targetting 8K textures for future proofing and easy-down-scaling.
Last edited by LutheeMajestic on Tue Apr 25, 2017 6:39 pm, edited 1 time in total.
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Re: PSOGC on Dolphin small-scale texture replacement project

Post by Aleron Ives » Tue Apr 25, 2017 3:47 pm

The texture I was thinking of is this one (ts_256k_jimen01):

Image

If you look closely you can already see the seams on the floor where the texture is flipped and copied, but it becomes much more obvious if you create a dirt pattern with more detail.
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Re: PSOGC on Dolphin small-scale texture replacement project

Post by LutheeMajestic » Tue Apr 25, 2017 5:37 pm

Some progress :
Attachments
testtest yy.png
HQ Textures
testtest yy.png (60.09 KiB) Viewed 715 times
testtest xx.png
Standard Textures
testtest xx.png (53.55 KiB) Viewed 715 times
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Re: PSOGC on Dolphin small-scale retexture & clean UI projec

Post by LutheeMajestic » Thu Apr 27, 2017 11:29 am

Update : I'm re-making palette icons because my former method was flawed ^_ ^"
Last edited by LutheeMajestic on Mon Dec 25, 2017 11:06 am, edited 1 time in total.
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Re: PSOGC on Dolphin small-scale retexture & clean UI projec

Post by LutheeMajestic » Thu Apr 27, 2017 11:39 am

Aleron Ives I was wondering if you know a work-around or what to edit in order to not have the UGLY light-blue vertical bar + horizontal bar when using the start menu (it's present on PSOBB and PSOGC, even custom UI for BB apparently can't/don't fix it) (is it the game that draws those pixels ?)
I'm talking about what separates the left pane and bottom from the actual game (like 2 pixel wide, the "arc" linking them is a texture tough...).
I tried looking for textures that are tiny or something and share the same colour but didn't find any : /
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Re: PSOGC on Dolphin small-scale retexture & clean UI projec

Post by Aleron Ives » Thu Apr 27, 2017 5:02 pm

If there are no pixels with that colour in the HUD textures, then I would expect the game to be drawing it with code.
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Re: PSOGC on Dolphin small-scale retexture & clean UI projec

Post by LutheeMajestic » Fri Apr 28, 2017 1:08 am

Damn, it seems like it's a hackish way of doing things :(


Anyway...

Update :
Attachments
Latest (Original LQ UI).jpg
Original LQ UI
Latest (New UI + Some HQ textures).jpg
WIP Simple UI
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Re: PSOGC on Dolphin small-scale retexture & clean UI projec

Post by LutheeMajestic » Mon Dec 25, 2017 10:40 am

Here's most of my progress.
(Most floor/wall/enemy/boxes textures are, as Aleron Ives said, handled in an almost broken way which makes replacing them impossible.)
Attachments
hq.jpg
Higher-resolution Texture/Icons
lq.jpg
Original Game Texture/Icons
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