dark13 Posted September 16, 2013 Posted September 16, 2013 Daytona usa runs greatly on m2emu but it would need a re-texturing. Here's a test.Some textures are here for testing pourposes (the chequered pattern seems funny, asphalt is competely "wrong" ). More "realistic" textures but with the same oversaturated "cartoonish" feel of daytona. What do you think about the new rock texture? I alway tought the azure-ish moon pattern seems "wrong"... Automatizing infopanels creation from .csv files for HTPCs themes (look at infopanel tutorial.zip on the ftp in dark13 folder) PNGs to SWFs automatized flash scripts Hyperspin Wheelset automatized template (photoshop's variables + batch) Aeon nox 4.13 W.I.P. hyperspin skin
djvj Posted September 17, 2013 Posted September 17, 2013 Interesting results. Everything moves so fast it's hard to notice it when playing. "Computer games don't affect kids; I mean if Pac-Man affected us as kids, we'd all be running around in darkened rooms, munching magic pills and listening to repetitive electronic music."RocketLauncher's Official Home If you appreciate my work:My Apps:Window LoggerIdle Volume AdjusterExplorerRestorerRom Folder CleanerModule UpdaterMy Guides:How To Mod Guncons with Aimtrak
dark13 Posted September 17, 2013 Author Posted September 17, 2013 Yes, basically while driving you'll see only more color and less blur . Model 2 seems to load b/w texture and apply colors in hardware (based on b/w greyscale). With m2emu you can load b/w texture and let m2 engine process it or load full color texture. This test has mixed textures... grass, for example is processed trought m2 engine as stripe pattern is not textured but color-assigned. The problem is... well, while using full color texture m2 engine will add a "black" overlay to simulate shadow and it does not look so good with full color texture, look at the logo. If you don't use full color texture on car top the logo will seems too "dark" as per color based texmap is less affected by shadow overlay. Uploaded with ImageShack.us Some objects are really easy to re-texture as they use a single texture, with other objects it will be a nightmare as a single "texture" is made from multiple b/w images, one per colour... Automatizing infopanels creation from .csv files for HTPCs themes (look at infopanel tutorial.zip on the ftp in dark13 folder) PNGs to SWFs automatized flash scripts Hyperspin Wheelset automatized template (photoshop's variables + batch) Aeon nox 4.13 W.I.P. hyperspin skin
djvj Posted September 17, 2013 Posted September 17, 2013 Cool man, nice work even if the changes are ever so slight. Are you planning on putting together a pack once all done or are you just playing around? Sent from my Samsung Galaxy S3 using Tapatalk 4. "Computer games don't affect kids; I mean if Pac-Man affected us as kids, we'd all be running around in darkened rooms, munching magic pills and listening to repetitive electronic music."RocketLauncher's Official Home If you appreciate my work:My Apps:Window LoggerIdle Volume AdjusterExplorerRestorerRom Folder CleanerModule UpdaterMy Guides:How To Mod Guncons with Aimtrak
dark13 Posted September 18, 2013 Author Posted September 18, 2013 Yes, I'm planning to re-texture and release the stuff. I will retexture at last single-texture track objects and the hornet. Rival cars and multiple-texture object is a pain, also because you can dump only texture loaded into m2's engine memory. A quick example: if a rival is not on the screen you can't dump its textures because they are not in m2's ram. It's really preliminary but if someone want to test it out here's a link, basically I's only main road, grass, rims, sky, track1 mountain and curb. Just a peek in how things can look in m2emu with HD texture If you set in emulator.ini AutoMip=1 and force AF 16x trought videocard's driver it will look better BUT you will lose some "daytona" feeling http://rapidshare.com/share/2914B6FC58A4A66BE5FE79B8038D095A btw ALWAYS scan downloaded archives before using it. I's only a .txt (.pat) and some images but "antivirus it b4 use" is always a good rule Ah... can someone name a tool capable of showing VRAM usage? I have to check it to plan texture's size... Automatizing infopanels creation from .csv files for HTPCs themes (look at infopanel tutorial.zip on the ftp in dark13 folder) PNGs to SWFs automatized flash scripts Hyperspin Wheelset automatized template (photoshop's variables + batch) Aeon nox 4.13 W.I.P. hyperspin skin
djvj Posted September 18, 2013 Posted September 18, 2013 You might get a lot more fans if you give a before/after screenshots of everything you upgraded. "Computer games don't affect kids; I mean if Pac-Man affected us as kids, we'd all be running around in darkened rooms, munching magic pills and listening to repetitive electronic music."RocketLauncher's Official Home If you appreciate my work:My Apps:Window LoggerIdle Volume AdjusterExplorerRestorerRom Folder CleanerModule UpdaterMy Guides:How To Mod Guncons with Aimtrak
dark13 Posted September 18, 2013 Author Posted September 18, 2013 Uhm... you're right, youtube is NOT the best way to show re-texture works As said HD textures means MORE color even when pipelined trought m2 engine. Original trees, for example, does have only 17 color (16 grayscale+trasparency) while an 8-bit grayscale can create 256 shades per color. BTW my monitor died... currently using a 32' tv lcd. GOOD for gaming, AWFUL for photoshop.... -.- Automatizing infopanels creation from .csv files for HTPCs themes (look at infopanel tutorial.zip on the ftp in dark13 folder) PNGs to SWFs automatized flash scripts Hyperspin Wheelset automatized template (photoshop's variables + batch) Aeon nox 4.13 W.I.P. hyperspin skin
relic Posted September 18, 2013 Posted September 18, 2013 thats looking 10x better goves it a more modern look rather then the earliar design 100%
djvj Posted September 18, 2013 Posted September 18, 2013 Ah yea that's a nice upgrade. Is there a way to have the emu turn on/off the use of external textures through a setting? Sent from my Samsung Galaxy S3 using Tapatalk 4. "Computer games don't affect kids; I mean if Pac-Man affected us as kids, we'd all be running around in darkened rooms, munching magic pills and listening to repetitive electronic music."RocketLauncher's Official Home If you appreciate my work:My Apps:Window LoggerIdle Volume AdjusterExplorerRestorerRom Folder CleanerModule UpdaterMy Guides:How To Mod Guncons with Aimtrak
dark13 Posted September 18, 2013 Author Posted September 18, 2013 As far as I can see there's no option in the emulator nor a line in the .lua scripts. M2emulator automatically loads the .pat so if you rename "daytona.pat" to something else the emulator will not load tweaked textures. Simpliest way to use the mod in HS would be using 2 m2emulator "installation/folder". 2 m2emu folders can be useful as you can launch 2 istances for multiplayer (two linked daytona/sega rally etc machines running in 2 windows) . Sega should have included a re-texturing option in daytona usa for psn/xbox live, what they have done seems a joke... Daytona 2001's texture on DC are probably better (too bright but indeeed "better"...). The same goes with jet set radio on pc: high resolution and upscaled texture... Automatizing infopanels creation from .csv files for HTPCs themes (look at infopanel tutorial.zip on the ftp in dark13 folder) PNGs to SWFs automatized flash scripts Hyperspin Wheelset automatized template (photoshop's variables + batch) Aeon nox 4.13 W.I.P. hyperspin skin
dark13 Posted September 24, 2013 Author Posted September 24, 2013 Some new texture http://rapidshare.com/share/962AD4471D8C504F397B3A2F6684AF36 I'm curios about one thing... I force AF 16x trought nvida driver for m2emu "multicore". Launching the "monocore" .exe I noticed the asphalt texture is REALLY grainy while with AF 16x it gives the impression to have a bit of specular lightning. Setting automip=1 in emulator.ini with AF 16x makes it even less grainy (I don't like the look of it, its'... too clen lol) while with no AF distant texture are a blurry mess. Does it happens the same thing with ati videocards? I'm testing at 1360*768, what happens at 1080p? P.s. Probably In the end I'll have to reduce a bit texture resolution Automatizing infopanels creation from .csv files for HTPCs themes (look at infopanel tutorial.zip on the ftp in dark13 folder) PNGs to SWFs automatized flash scripts Hyperspin Wheelset automatized template (photoshop's variables + batch) Aeon nox 4.13 W.I.P. hyperspin skin
RenegadeFred Posted September 24, 2013 Posted September 24, 2013 Wow.. what a difference (from the pics)! I'm going to have to keep up with this topic for sure. Very nice job.
dark13 Posted September 29, 2013 Author Posted September 29, 2013 A new video Working on rocks textures is a nightmare... original textures are AMAZING (always remember this game comes from '93) so it's basically hard just to match original goodness using B/W images even with modern tool. Truecolor is not a good option in this case, as already stated the "shadow" cut a lot of luminance making texture "strange" so I'm using truecolor only on object in direct "light" or with "dark" texture. Automatizing infopanels creation from .csv files for HTPCs themes (look at infopanel tutorial.zip on the ftp in dark13 folder) PNGs to SWFs automatized flash scripts Hyperspin Wheelset automatized template (photoshop's variables + batch) Aeon nox 4.13 W.I.P. hyperspin skin
djvj Posted September 30, 2013 Posted September 30, 2013 Wow, that looks incredible. Doesn't even look like the same game. It's amazing what you can do to these old games. "Computer games don't affect kids; I mean if Pac-Man affected us as kids, we'd all be running around in darkened rooms, munching magic pills and listening to repetitive electronic music."RocketLauncher's Official Home If you appreciate my work:My Apps:Window LoggerIdle Volume AdjusterExplorerRestorerRom Folder CleanerModule UpdaterMy Guides:How To Mod Guncons with Aimtrak
dark13 Posted October 1, 2013 Author Posted October 1, 2013 Bad news: I found a bug in the texture replacement system. Some textures seems to share the same "space". A quick explanation... If you have tex1 and tex2 in .pat m2emu seems to load tex1 then drop it in favour of tex2. The last texture listed is loaded and the first texture listed is dropped. I'll make these textures and will list it with comment in .pat but to show them all at the same time a fix is mandatory. I guess if you can force loading a specific texture when a certain event is triggered trought .lua script... let's say "if loading track1 reload a specific line in daytona.pat" If someone wants to investigate further here's a .pat with 2 sets of bugged textures http://rapidshare.com/share/44A6A09A30487D9772CE9E4DC336E704 Automatizing infopanels creation from .csv files for HTPCs themes (look at infopanel tutorial.zip on the ftp in dark13 folder) PNGs to SWFs automatized flash scripts Hyperspin Wheelset automatized template (photoshop's variables + batch) Aeon nox 4.13 W.I.P. hyperspin skin
nuexzz Posted October 18, 2013 Posted October 18, 2013 before hello to everyone and congratulations to the work you're doing, while I Began to make my way and I ran into several problems of textures That "can not be used simultaneously" and still can not find solution, the only thing That occurred to I was to replace These textures With Other "like". sorry for my bad language (I am Spanish) and for the double post. regards
dark13 Posted October 18, 2013 Author Posted October 18, 2013 I even tried to email elsemi from m2emu's website but he didn't answer me. I did some test with virtua fighter 2 and the problem is MUCH worse... it uses one ID for player's 1 face and one ID for player's 2 face. Anyway I'm making every textures and will list it as "bugged" in .pat hoping someone will fix it in the future... Automatizing infopanels creation from .csv files for HTPCs themes (look at infopanel tutorial.zip on the ftp in dark13 folder) PNGs to SWFs automatized flash scripts Hyperspin Wheelset automatized template (photoshop's variables + batch) Aeon nox 4.13 W.I.P. hyperspin skin
dark13 Posted March 30, 2014 Author Posted March 30, 2014 Back to work on this project as m2emulator 1.1a is texture-bug free . I'm ripping textures and building the .pat file. To speed up things I'm testing stuff with a little side-project textures... see for yourself how daytona would run on sega model 1.5 (gourad shading enabled). Automatizing infopanels creation from .csv files for HTPCs themes (look at infopanel tutorial.zip on the ftp in dark13 folder) PNGs to SWFs automatized flash scripts Hyperspin Wheelset automatized template (photoshop's variables + batch) Aeon nox 4.13 W.I.P. hyperspin skin
dark13 Posted April 2, 2014 Author Posted April 2, 2014 Track1 is almost done, working on the sonic mountain (the most complicated textures to "demake" of the whole track ) Automatizing infopanels creation from .csv files for HTPCs themes (look at infopanel tutorial.zip on the ftp in dark13 folder) PNGs to SWFs automatized flash scripts Hyperspin Wheelset automatized template (photoshop's variables + batch) Aeon nox 4.13 W.I.P. hyperspin skin
dark13 Posted April 3, 2014 Author Posted April 3, 2014 ... and here's the texture. The missing link between andy warhol and yu sukuzi lol. Still need to tweak a bit luminance. Testing how textures look in m2emu is actually more time consuming than texture design -.- Automatizing infopanels creation from .csv files for HTPCs themes (look at infopanel tutorial.zip on the ftp in dark13 folder) PNGs to SWFs automatized flash scripts Hyperspin Wheelset automatized template (photoshop's variables + batch) Aeon nox 4.13 W.I.P. hyperspin skin
dark13 Posted April 3, 2014 Author Posted April 3, 2014 If someone want to try the mod I'm uploading it on the FTP under Upload Here/dark13/Virtua Daytona . Simply unzip in model2emulator "script" folder. If you want original textures you only need to rename daytona.pat to something else (daytona.pat.old) Automatizing infopanels creation from .csv files for HTPCs themes (look at infopanel tutorial.zip on the ftp in dark13 folder) PNGs to SWFs automatized flash scripts Hyperspin Wheelset automatized template (photoshop's variables + batch) Aeon nox 4.13 W.I.P. hyperspin skin
gigapig Posted April 3, 2014 Posted April 3, 2014 If someone want to try the mod I'm uploading it on the FTP under Upload Here/dark13/Virtua Daytona . Simply unzip in model2emulator "script" folder. If you want original textures you only need to rename daytona.pat to something else (daytona.pat.old) Downloading now. Thanks.
klizine Posted April 3, 2014 Posted April 3, 2014 If someone want to try the mod I'm uploading it on the FTP under Upload Here/dark13/Virtua Daytona . Simply unzip in model2emulator "script" folder. If you want original textures you only need to rename daytona.pat to something else (daytona.pat.old) It works and looks beautiful! Great work!! Sent from my SM-N900V using Tapatalk
dark13 Posted April 6, 2014 Author Posted April 6, 2014 Working on opponent cars logos. Difference is subtle while playing but surely you'll notice when bumping into another car screenshot are with and without bilinear filter (BTW for virtua daytona mod is better to set bilinear=0 in emulator.ini Automatizing infopanels creation from .csv files for HTPCs themes (look at infopanel tutorial.zip on the ftp in dark13 folder) PNGs to SWFs automatized flash scripts Hyperspin Wheelset automatized template (photoshop's variables + batch) Aeon nox 4.13 W.I.P. hyperspin skin
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