[Dolphin] PSOGC High Resolution UI Project

Sylverant is a homebrew open source server for Phantasy Star Online. Dreamcast users still play PSO online with this server even today! This is the official forum for both the online game server as well as the open source project itself. Feel free to post and get a gathering started online! We can also show you how to get connected!

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LutheeMajestic
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[Dolphin] PSOGC High Resolution UI Project

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

Hi I have a twitter where I post about my High Res. UI project => https://twitter.com/Eleriaqueen

Feb. 2020 Original / High Res. Comparison :
Spoiler!
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Last edited by LutheeMajestic on Sat Feb 08, 2020 10:26 pm, edited 13 times in total.
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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

(Removed, it was bad)
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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 ^_ ^"
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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 :(
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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.)

(Outdated)
Spoiler!
Original Game Texture/Icons
Original Game Texture/Icons
Higher-resolution Texture/Icons
Higher-resolution Texture/Icons
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Re: [Dolphin] PSOGC Tinkering with UI textures

Post by LutheeMajestic » Sun May 20, 2018 10:11 am

Hello, here's my own humble take on the "NOW SAVING" icon, drawn with Vector Graphics, here's a picture of it

(Outdated)
SlotA_NowSaving.png
SlotA_NowSaving.png (33.14 KiB) Viewed 2366 times
Last edited by LutheeMajestic on Sat Jan 25, 2020 10:56 am, edited 2 times in total.
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Re: [Dolphin] PSOGC Tinkering with UI textures

Post by eleriaqueen » Wed Jul 04, 2018 12:39 am

I now use a twitter account at https://twitter.com/Eleriaqueen where I post my progress on a few projects including a Dolphin-Emu High Resolution PSO Vector UI I'm slowly putting together / drawing.
Last edited by eleriaqueen on Fri Jul 13, 2018 10:44 am, edited 2 times in total.
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Re: [Dolphin] PSOGC Tinkering with UI textures

Post by eleriaqueen » Fri Jul 13, 2018 10:36 am

I'm slowly making progress...
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Re: [Dolphin] PSOGC Tinkering with UI textures

Post by eleriaqueen » Wed Jan 30, 2019 12:48 am

New project : HiRes Original UI lookalike for PSO Ep. I&II running in Dolphin-Emu !

Take a peek

Spoiler!
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Re: [Dolphin] PSOGC Tinkering with UI textures

Post by eleriaqueen » Wed Apr 17, 2019 12:30 pm

I published v0.2.0 of my High-Res. UI Resource Pack for use with Dolphin Emu, check it out !

https://github.com/eleriaqueen/pso-high ... tag/v0.2.0
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Re: [Dolphin] PSOGC Tinkering with UI textures

Post by LutheeMajestic » Wed Jul 31, 2019 8:40 pm

v0.3.0 Beta3 is out ! Lots improvements all around.

https://github.com/eleriaqueen/pso-high ... k/releases

Screenies :

-- Original

Spoiler!
Image


-- High Res.

Spoiler!
Image
Last edited by LutheeMajestic on Sat Jan 25, 2020 10:42 am, edited 1 time in total.
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Re: [Dolphin] PSOGC Tinkering with UI textures

Post by LutheeMajestic » Sat Jan 25, 2020 10:41 am

Hey, High Resolution UI v0.4.3 as well as the new "HUD Font" v0.1.1 are available !
(Get the "Compat" pack(s) if your graphics card doesn't support DirectX11 at all)

High Resolution UI

"HUD Font"

Original / High Res. Comparison :
Spoiler!
Image
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