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  1. #131
    Texture Pack Invader NES_player4LIFE's Avatar
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    Can somebody post an in depth guide on how to use the Skybox method?

    -NES
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  2. #132
    EmuTalk Member
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    Creating a skybox should be quite straight forward:

    Please view the first post of this thread for detailed step description.
    The only difference to normal tiles is that you chose after selecting option 2 "skybox" in the "type" select box.

    A skybox is structured like shown in this example provided by Mollymutt:



    As you can see, it looks like a cross. That's why we need to specify the indent describing the size of the "edges" of this cross. The indent for the sample shown above would be 2 (tiles). (Btw. now that I write about it, I realize that the indent could also be calculated automatically as the result always has to be a box. Something I will improve if I ever touch this tool again.)

    Now you also need to specify how many tiles will be contained in the widest row (meaning the horizontal bar of the cross) in the field "tiles per row". This would be 8 in this case. (again this might also be calculated automatically if there will be a future release)

    Having specified the indent, you simply list the number of the tiles displayed in the skybox one by one, from left to right and top to down in the field "tile order".

    The result for the skybox shown above would look like the following:


    Finally, I would like to ask everyone if highres-easer is still compatible with the latest Photoshop releases. Please tell me if this is not the case.

    cheers,
    microdev

  3. #133
    Texture Pack Invader NES_player4LIFE's Avatar
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    Hello and thanks for the quick reply.

    As for Photoshop there are unexplainable bugs with CS5.

    Improvements:
    Please add these new functions.

    1. Select textures # to clear/untexture. This would be done by having the script select textures by name or number and then background erase them.
    2. Have script remember texture edit paths. This would cut down search time for folders.
    3. Add a drag and drop feature texture path or command line search browser button.

    Edit:
    4. Add option to allow non-id textures = #0 to be added as texture dimensions = user defined. This will add empty textures wherever #0 is defined within the tile order.
    See image below.
    ?!?!?!? = 4 unused textures 256x128 that are needed but are not data that I had to manually add by using the option defined in lines 484 to 493 in the script.
    Attached Images Attached Images  
    Last edited by NES_player4LIFE; February 7th, 2013 at 01:38.
    -NES
    We are in the process of archiving all qualifying texture packs!
    Contact me via PM to have your N64 texture pack hosted on Emulation64.com!
    Having a hard time loading Large packs? Be sure to patch your emulator.
    Can't load .DAT or .HTC archives? Look no further then this shiny Tutorial, Android users may use this Tutorial.

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  4. #134
    Super4mario77 super4mario77's Avatar
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    I have a texture project I've been working on for a long time now. I've been struggling with trying to re-texture the sky, so far I've only had luck with seamless textures. youtube.com/user/super4mario77
    Last edited by super4mario77; March 5th, 2013 at 18:08.

  5. #135
    Texture Pack Invader NES_player4LIFE's Avatar
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    Feature Request:
    .BMP file support.

    With the release of GameBoy Enhanced comes a new era of retexturing along with some new challenges, I would like to use HighResEaser to process these challenges.

    Edit:
    I would also like to see a 3D Anaglyph option added.
    Last edited by NES_player4LIFE; June 21st, 2014 at 17:04.
    -NES
    We are in the process of archiving all qualifying texture packs!
    Contact me via PM to have your N64 texture pack hosted on Emulation64.com!
    Having a hard time loading Large packs? Be sure to patch your emulator.
    Can't load .DAT or .HTC archives? Look no further then this shiny Tutorial, Android users may use this Tutorial.

      Spoiler:

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