Jump to content
  • Announcement

    The HyperSpin 2 beta is here!

    We’re starting the first public testing phase with Platinum Members to keep the scope manageable while we test the current feature set and begin to add more. In the future, we’ll provide a version for basic members as well.  On behalf of the entire HyperSpin team, we look forward to another exciting adventure with our community.

Re-texturing fun: daytona usa (m2emu)


dark13

Recommended Posts

Posted



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"...
Posted

Yes, basically while driving you'll see only more color and less blur :P . 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.

ot8x.png

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...

Posted

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.

Posted

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 :D 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 :P

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 :P

Ah... can someone name a tool capable of showing VRAM usage? I have to check it to plan texture's size...

Posted

Uhm... you're right, youtube is NOT the best way to show re-texture works :P

9uis.png

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.... -.-

Posted

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.

Posted

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...

uad2.png

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...

Posted

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

Posted

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.

Posted

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

0e9j.png

  • 3 weeks later...
Posted

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".

7W8PiRD.jpg

pD4LrMP.jpg

3T8FZQq.jpg

sorry for my bad language (I am Spanish) and for the double post.

regards

post-98791-142870607239_thumb.jpg

post-98791-142870607241_thumb.jpg

post-98791-142870607243_thumb.jpg

Posted

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...

  • 5 months later...
Posted

Back to work on this project as m2emulator 1.1a is texture-bug free :D . 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). :D

Posted

Track1 is almost done, working on the sonic mountain (the most complicated textures to "demake" of the whole track ) :)

post-8767-142870626124_thumb.png

Posted

... 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 -.-

post-8767-142870626226_thumb.png

Posted

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)

Posted
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.

Posted
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

Posted

Working on opponent cars logos. Difference is subtle while playing but surely you'll notice when bumping into another car :)

4lsyso.png

screenshot are with and without bilinear filter (BTW for virtua daytona mod is better to set bilinear=0 in emulator.ini

Archived

This topic is now archived and is closed to further replies.

×
×
  • Create New...