[Dolphin] PSOGC Tinkering with UI textures
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- LutheeMajestic
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[Dolphin] PSOGC Tinkering with UI textures
Hi I have a twitter where I post about my High Res. UI project => https://twitter.com/Eleriaqueen
Last edited by LutheeMajestic on Wed Jul 31, 2019 9:33 pm, edited 12 times in total.
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Re: PSOGC on Dolphin small-scale texture replacement project
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.
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.
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.

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.

"Fear the HUnewearl."


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Re: PSOGC on Dolphin small-scale texture replacement project
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.
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
The texture I was thinking of is this one (ts_256k_jimen01):

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.

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.
"Fear the HUnewearl."


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Re: PSOGC on Dolphin small-scale texture replacement project
Some progress :
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- HQ Textures
- testtest yy.png (60.09 KiB) Viewed 3005 times
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- Standard Textures
- testtest xx.png (53.55 KiB) Viewed 3005 times
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Re: PSOGC on Dolphin small-scale retexture & clean UI projec
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
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 : /
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
If there are no pixels with that colour in the HUD textures, then I would expect the game to be drawing it with code.
"Fear the HUnewearl."


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Re: PSOGC on Dolphin small-scale retexture & clean UI projec
Damn, it seems like it's a hackish way of doing things 

Last edited by LutheeMajestic on Sun May 20, 2018 10:33 am, edited 1 time in total.
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Re: PSOGC on Dolphin small-scale retexture & clean UI projec
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.)
(Most floor/wall/enemy/boxes textures are, as Aleron Ives said, handled in an almost broken way which makes replacing them impossible.)
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Re: [Dolphin] PSOGC Tinkering with UI textures
Hello, here's my own humble take on the "NOW SAVING" icon, drawn with Vector Graphics, here's a picture of it
Here's another icon I made, this time on my temporary palette background (Pickup Icon) (I'm redrawing most icons myself with vector graphics, the rest will be converted from raster to vector, they play nice with inkscape and would be a pain to draw ^_ ^)
The original save icon looks like this :
Here's another icon I made, this time on my temporary palette background (Pickup Icon) (I'm redrawing most icons myself with vector graphics, the rest will be converted from raster to vector, they play nice with inkscape and would be a pain to draw ^_ ^)
The original save icon looks like this :
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Re: [Dolphin] PSOGC Tinkering with UI textures
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
I'm slowly making progress...
Last edited by eleriaqueen on Wed Jan 30, 2019 12:49 am, edited 1 time in total.
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Re: [Dolphin] PSOGC Tinkering with UI textures
New project : HiRes Original UI lookalike for PSO Ep. I&II running in Dolphin-Emu !
Take a peek
Take a peek
Spoiler!
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Re: [Dolphin] PSOGC Tinkering with UI textures
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
https://github.com/eleriaqueen/pso-high ... tag/v0.2.0
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Re: [Dolphin] PSOGC Tinkering with UI textures
v0.3.0 Beta3 is out ! Lots improvements all around.
https://github.com/eleriaqueen/pso-high ... k/releases
Up-to-date screenies :
-- Original

-- High Res.

https://github.com/eleriaqueen/pso-high ... k/releases
Up-to-date screenies :
-- Original

-- High Res.
