PCSX2 HD texture pack group

Rcf file builder

SadOrigami

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I like all your enthusiasm when it comes to texture upscaling, but tell me something, what kind of benefit could this method bring us?

The approximate weight of an ISO is between 3-5GB, if you add upscaled textures to that, then every person here who upscales textures would need a cloud storage of massive size, specially those who make separated packs for Android. To that you must add that each person who wants to try between two packs, must download two ISOs, which is not optimal.

Then you have the fact that the PCSX2 devs avoid talking about texture upscaling and ISO download sites because that would be encouraging piracy, and as devs of an emulator they can't risk their project for some PNGs. Things would get worse if upscaled texture packs required you to download an ISO for the game.

To that you must add that distribute an ISO would mean getting the warez role on the PCSX2 discord, and that means that no support from the devs will be given to you.

So I ask again, what kind of benefit could this method bring us?
 

C0meg3ts0me

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I like all your enthusiasm when it comes to texture upscaling, but tell me something, what kind of benefit could this method bring us?

The approximate weight of an ISO is between 3-5GB, if you add upscaled textures to that, then every person here who upscales textures would need a cloud storage of massive size, specially those who make separated packs for Android. To that you must add that each person who wants to try between two packs, must download two ISOs, which is not optimal.

Then you have the fact that the PCSX2 devs avoid talking about texture upscaling and ISO download sites because that would be encouraging piracy, and as devs of an emulator they can't risk their project for some PNGs. Things would get worse if upscaled texture packs required you to download an ISO for the game.

To that you must add that distribute an ISO would mean getting the warez role on the PCSX2 discord, and that means that no support from the devs will be given to you.

So I ask again, what kind of benefit could this method bring us?
You don't think it'd be a smoother process? And easier to run on pcsx2, so far over 200 characters , well really it's like 50 but each character got three different varieties different clothes, glasses, and that's just characters haven't even got to the vehicles, guns, and backgrounds like streets and stuff, anyways it looks like I will still have to change each p3d file image source , copy and paste didn't work it froze on startup, it'd be easier if i could rebuild the iso with updated textures i actually be able to match files by name instead of picture, then play the game and dump the texture and then we have a better way in doing texture packs
 
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C0meg3ts0me

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You don't think it'd be a smoother process? And easier to run on pcsx2, so far over 200 characters , well really it's like 50 but each character got three different varieties different clothes, glasses, and that's just characters haven't even got to the vehicles, guns, and backgrounds like streets and stuff, anyways it looks like I will still have to change each p3d file image source , copy and paste didn't work it froze on startup, it'd be easier if i could rebuild the iso with updated textures i actually be able to match files by name instead of picture, then play the game and dump the texture and then we have a better way in doing texture packs
or is there a way to translate the texture dump name in a way we can read its name for example a texture created by the dump is named 326a126129802138-d60774174826a465-00002653 , but in the iso files its called N_Henchman_08.bmp
 

SadOrigami

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Having the files named like that would help to locate them easier. But I don't think it's possible as the emulator uses a process that requires the numbers (the hash and the id), because that how it knows where to apply them.

For example:
[Hash Numbers] - [ID Numbers] = [Coordinates] - [Playable character A]
 

C0meg3ts0me

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Having the files named like that would help to locate them easier. But I don't think it's possible as the emulator uses a process that requires the numbers (the hash and the id), because that how it knows where to apply them.

For example:
[Hash Numbers] - [ID Numbers] = [Coordinates] - [Playable character A]
Fuck that sucks , kind of makes it impossible for a full port, like the fluorescent lights, boxes, and small details will be impossible to match
 

SadOrigami

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Oh, you are trying to port the Scarface mod. Just port:
  • Characters
  • Clothes
  • UI
The rest of the HD Project looks composed of batch upscaled textures with no manual improvements. You can just dump all the game's textures, delete the items I've listed above and then upscale the rest, and you'll get pretty much the same result. I was planning on remaking all the textures from this game since I love it, but I don't have time sadly.

1715347813875.png
Just look at the armchair, that's just an upscale. The project has too many things going on, like restoring sound and assets, so it's understandable.
 

C0meg3ts0me

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I'm starting to notice that, some characters haven't been upscaled and enhance, Im 90% done with getting the characters from pc, and 50% percent done playing the game getting the dump, I'm going to finish grabbing the PC textures then go back to playing, i should have the whole project done within 2 weeks I think
Post automatically merged:

Aren't you working on shadows of the Colossus, looks beautiful, what enhance app you using ? That's one of my top 4 games , 1 shadow of the Colossus, 2. Ico 3. Scarface 4 evil dead regeneration
 
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