Posts: 111
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Post by 80t on Jan 24, 2015 22:11:59 GMT 10
Is it possible to replace the "HD" backgrounds monstrosities from The REmaster with the original ones from the GameCube/Wii ?
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Post by Arokh1980 on Jan 26, 2015 15:53:02 GMT 10
It is possible, i ripped the backrounds from my Wii version, renamed and imported some of them to the HD Remaster, mainly the manor hall backrounds and i really didn't see any difference.
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Posts: 111
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Post by 80t on Jan 26, 2015 18:09:51 GMT 10
It is possible, i ripped the backrounds from my Wii version, renamed and imported some of them to the HD Remaster, mainly the manor hall backrounds and i really didn't see any difference. Can you upload the modified files ? I'm curious to see how it would look like. Thx.
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Post by dxp on Feb 3, 2015 7:01:46 GMT 10
Is it possible to replace the "HD" backgrounds monstrosities from The REmaster with the original ones from the GameCube/Wii ? ask and you shall receive: Seems the engines doesn't like anything lower than the resolution HD Remaster runs on (Already said that before) So for any renders they will need to be upscaled or totally re-rendered in a much higher res or you get this horrid shit happen.
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Posts: 1,516
Original Join Date: Jan 22 2011
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Post by JKap on Feb 3, 2015 7:21:21 GMT 10
i want
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Posts: 111
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Post by 80t on Feb 3, 2015 8:55:19 GMT 10
Is it possible to replace the "HD" backgrounds monstrosities from The REmaster with the original ones from the GameCube/Wii ? ask and you shall receive: Seems the engines doesn't like anything lower than the resolution HD Remaster runs on (Already said that before) So for any renders they will need to be upscaled or totally re-rendered in a much higher res or you get this horrid shit happen. It's weird how that texture lost so much detail since leaving the GC Disk... Because it supposed to be looking something like this: I guess we could just upscale the textures to whatever the BH HD wants (1920x1440) and only then importing them... EDIT: Btw... I've just realized something... (I hope... ) 1. Did you actually imported this texture at it's native size... ? 2. Do you have any idea if the game is dependent on BG's resolution ? Like for ex. If we import all BG's in lower res, we could fool the engine to render at that res. ? Not ony BG's but also those weird "r10a00_000_z.tex" textures the ones with different ("unmatching") ARGB channels... 3. It's there any possible way to fool the engine to render in let's say "1/2" resolution... ? 4. Is the engine now really rendering all stuff at 1920x1440 then scale/pan that to whatever output set in the game config... ?
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Post by dxp on Feb 3, 2015 16:22:14 GMT 10
ask and you shall receive: Seems the engines doesn't like anything lower than the resolution HD Remaster runs on (Already said that before) So for any renders they will need to be upscaled or totally re-rendered in a much higher res or you get this horrid shit happen. It's weird how that texture lost so much detail since leaving the GC Disk... Because it supposed to be looking something like this: I guess we could just upscale the textures to whatever the BH HD wants (1920x1440) and only then importing them... EDIT: Btw... I've just realized something... (I hope... ) 1. Did you actually imported this texture at it's native size... ? 2. Do you have any idea if the game is dependent on BG's resolution ? Like for ex. If we import all BG's in lower res, we could fool the engine to render at that res. ? Not ony BG's but also those weird "r10a00_000_z.tex" textures the ones with different ("unmatching") ARGB channels... 3. It's there any possible way to fool the engine to render in let's say "1/2" resolution... ? 4. Is the engine now really rendering all stuff at 1920x1440 then scale/pan that to whatever output set in the game config... ? 1. Yeah this is the original GC render res so 512x448 2. Looking at the above renders when I imported those in I would say its dependent on the original render resolution Capcom defined so 1920x1440. Don't think it would be possible to fool the engine at this point anyway. If we were to go any lower and do some 320x240 renders you wouldn't be able to see anything at all but a bunch of blurryness. As for the minimum size before it gets blurry, my friend Mortician did some testing of his own and concluded a render at 900+x720 is the lowest it can go whilst preserving details before it gets blurry like the GC versions. 3. Not sure at the moment. 4. Yeah it is, doesn't matter what you set it too Capcom have done it the way Square Enix ported FFXIII -2, you can change the resolution all you want but it will always be capped to what capcom originally built it at, until they decide to get a patch out...which i'm hoping they will release soon.
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Posts: 111
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Post by 80t on Feb 3, 2015 21:15:02 GMT 10
So I'm guessing that the engine decides that anything under 720p (1440p / 2) will be mipmapped... ? It does that based on the "scripted" render resolution or something... ? I saw that the majority of textures in this game generally have 11 mips and the last one it's so small like 2x1p or 1x1p...
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