Texture Replacement
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07-12-2016, 08:57 AM
Post: #65
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RE: Texture Replacement
Nah, all games go by exact location, ppsspp simply translates UV for scaled images, if replacements wouldn't work by having bigger size, real time texture scaling like xBRZ would be broken same way.
From what I checked MH games(through only checked japanese ones) seems to be using multiply textures for fonts. They don't have any trash data that change texture hash, they simply are different, so you will have to map each and every one of them separately without using texture hash wildcard. Not such a big deal as it shouldn't have many of those, certainly not as hardcore as what I found in this game: where every single letter that get's printed on the screen when dialogue shows up generates new texture with that dialogue, it never uses any font texture in a way that could be scaled before it shows up in dialogues. Had to blacklist all of the dialogues and forget about idea of scaling it in any non real-time way. http://forums.ppsspp.org/showthread.php?tid=6594 - Custom PPSSPP Shaders! http://forums.ppsspp.org/showthread.php?tid=3590&pid=117172#pid117172 - simple CE scripts to help creating CWCheats, https://github.com/LunaMoo/PPSSPP_workarounds - CWCheat workarounds. |
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