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Texture replacement madness.
03-22-2016, 05:06 PM (This post was last modified: 03-22-2016 05:06 PM by vnctdj.)
Post: #31
RE: Texture replacement madness.
(03-22-2016 11:45 AM)YukiHerz Wrote:  Frontier textures are great (as in, they're the same resolution as ps2, but got what seems to be a complete rip for weapons and armors thanks to Extractor).
[Image: zHKLRPLm.png][Image: r0oVp24m.png][Image: Yg5FjFMm.png][Image: BKVaNfhm.png][Image: W5jL7N7m.png]

It looks really nice, that's impressive !
Which extractor are you using ?

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03-22-2016, 05:43 PM
Post: #32
RE: Texture replacement madness.
I just used a program called Extractor by a seemingly defunct company called Nova Software, i don't know if there's better tools out there as i couldn't get all the textures, but i got a lot of weapon and armor textures, and a few monster ones, along with what seems like every area texture.

I've been thinking about making an actual usable hd pack for those that can set up umod on windows...
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03-26-2016, 11:51 AM
Post: #33
RE: Texture replacement madness.
Replaced the CG art of Tekken 6 using the ones available from TTT2. Planning on making this a full project, but the challenge is replacing the textures of the characters since the textures already have normal/AO/Specular maps pre-applied. So if I replaced it with a simple diffuse map, then it'd look bland and dull.


Which version do you guys prefer? The P1(red) or P2(blue)?


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03-26-2016, 04:51 PM
Post: #34
RE: Texture replacement madness.
Blue for me personally.
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03-26-2016, 11:22 PM
Post: #35
RE: Texture replacement madness.
After seeing how little improvement there is between psp and ps2 textures, i think i'll just make a pack for monsters, here's hoping i can manage to make textures for Copper Blangonga and Emerald Congalala, Hypno and Lava will have to remain low res.
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03-27-2016, 03:45 PM
Post: #36
RE: Texture replacement madness.
F' it i'm doing it.
[Image: HOoEifwl.png][Image: fHLrsfal.png][Image: n5FdDw1l.png][Image: GJjqoECl.png][Image: 362owx8l.png]

(God damn water popos)
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03-27-2016, 07:25 PM
Post: #37
RE: Texture replacement madness.
Nice work Smile

♦ Intel Core i7-6700HQ | 16 GB RAM | NVIDIA GeForce GTX 960M | Debian Testing
♦ Intel Core i7-2630QM | 4 GB RAM | NVIDIA GeForce GT 540M | Debian Testing
♦ PSP-3004 | 6.60 PRO-C2
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04-03-2016, 03:37 AM
Post: #38
RE: Texture replacement madness.
[Image: YwmAhAG.png]
Beep Boop

2x Weapon Pack for FU is coming along, for now i'm focusing only on the weapons i can see in the crafting list, currently "done" with Great Swords and Long Swords, since i felt those two suffer the most from the reduced texture resolution.
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04-03-2016, 11:53 PM
Post: #39
RE: Texture replacement madness.
Great Swords, Long Swords, Sword and Shields, Dual Blades
Contains 2x textures for all the GS,LS,SnS and DB that i could immediately craft+a tiny bit more, along with filtered item icons (Might only work if you choose English language) and potential brown jimmies.

Do note that less than a handful of the weapons were thrown in a filter because they don't have ps2/frontier counterparts.
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05-16-2016, 01:19 PM
Post: #40
RE: Texture replacement madness.
I'm editing the textures of Tekken 6, and it somehow requires me to have multiple copies of one edited texture. Is there any way, an .ini file or something to prevent having multiple files of one same image?
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05-16-2016, 03:39 PM
Post: #41
RE: Texture replacement madness.
See here for documentation on using an ini to do exactly that:

https://github.com/hrydgard/ppsspp/pull/8715

Note that this is using PPSSPP's new built-in texture replacement, not the method described in this topic.

-[Unknown]
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05-19-2016, 02:17 AM
Post: #42
RE: Texture replacement madness.
I updated the first post for people to see the new method instead.
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