![]() Now you can replace the SAO PAULO texture by a picture of your choice, respect as much as possible the original ratio (64x256 pixels can be replaced by a picture sized 128x512 pixels for example), use PNG format ! ! In this case you find two textures because the Daytona Engine (or Model 2 ?) can't give more than one colour to a texture, so one texture will be colored in red, the other one in yellow. Create a daytona.pat file (a simple text file with the.Ĭreate a "script" folder in the Model 2 Emu folder if it doesn't already exist (but it should) Watch how the picture is oriented and reversed and respect this (Use an editor) In this particular case, the "Yellow" picture will be above the "Red" one, so replacing the 8166019_E487A537 picture will matter, the other one can be replaced by a small blank or transparent picture. pat) (if you want to apply your change on Daytona clones, just create other pat files (daytonam.pat, daytonas.pat, same names as the zipped roms)Ĩ166019 E487A537 : the name of the original texture given by the dump, without the "_"ġ : The way the texture is colored or illuminated (shader mode 0, mode 1, mode 2. ) (more information in model2lua.txt, see below), I had to modify my own shaders for a few textures displayed too dark. Myreplacedtexture.png : your PNG file, give it the name you want. The texture replacement file is a file named like the romset ended in. pat in the SCRIPTS folder (ex: daytona.pat)Įach line of the file indicates a texture replacement. A Pixel Shader with name mode_x.ps (with x equal to the number you specified) will be used to color ID1 and ID2 are the ID pair used to identify the texture to replaceĠ if you replace the texture with a grayscale texture, so it's handled through the model2 coloring pipeline (like original ones)ġ-15 if your texture is already colored. Mode_1.ps is an example of linear lighting (the way 1.0 version colored this textures). Mode_2.ps is an example of lighting through the luminance conversion table specified in the game (see the shader comments). There is no restriction to the size of the new texture (apart from your videoram)įilename is the name of the file to use as texture (.png). Alpha transparency is supported for Colored textures. In order to make a texture replacement, you need to know the ID pair of the texture you want to replace. ID pair, first dump the texture cache from a running game using the Game menu option "Dump texture cache". ![]() The file name of the dumped files is ID1_ID2.png This will dump the cached textures in png format to the TEXCACHE folder. That way you can get the IDs and the corresponding texture as base for replacement.
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