Hi,
i've just test your pack, it's awesome and work very well^^
Thanks a lot for your work.
I just have a little problem with outline on character, they seem like buggy.
Hi, glad that you like it. Can you post a screenshot of your problem? I'm not sure, what you mean
hi,
it's ok
i found the solution, just a setting not activate.
Thanks for answer and this fabulous pack^^
it's ok
i found the solution, just a setting not activate.
Thanks for answer and this fabulous pack^^
Small update (v0.9.5.2)
Comparison screenshots from 4:3 vs. 16:9 :
The icon slots and the items in these slots don't have the AR which they have in 4:3. They are a slightly wider. This is intended.
Instead of shrinking the width by 75%, I went with 85%, because the space between the columns becomes really big otherwise (looked a bit odd to me). Also the item slots felt a bit small in relation to the font, which apart from some words which have its own textures sadly can't be changed. Making the letters thinner would end in more space between the letters. Only option that I can think of is increasing the height of the letters to make them look thinner, but not sure if a bigger font is really desirable.
As always remove your old texture folder before updating.
Note: If you have enough RAM (16 GB), you can from now on enable the
- Three missing icon textures added (from recipes which you can find in certain locations)
- A texture with transparency issues in the intro area has been fixed
- Symlink script has been updated
- Optional widescreen textures added
Comparison screenshots from 4:3 vs. 16:9 :
The icon slots and the items in these slots don't have the AR which they have in 4:3. They are a slightly wider. This is intended.
Instead of shrinking the width by 75%, I went with 85%, because the space between the columns becomes really big otherwise (looked a bit odd to me). Also the item slots felt a bit small in relation to the font, which apart from some words which have its own textures sadly can't be changed. Making the letters thinner would end in more space between the letters. Only option that I can think of is increasing the height of the letters to make them look thinner, but not sure if a bigger font is really desirable.
As always remove your old texture folder before updating.
Note: If you have enough RAM (16 GB), you can from now on enable the
Precache textures setting in pcsx2. This one didn't work for a long time but now seems to be fixed. This setting prevents textures from loading too slowly, which is particularly noticeable with widescreen textures due to the different aspect ratio.
Last edited by kupo-on-gbatem,
Updated to v0.9.6
As always remove your old texture folder before updating.
Plans for v0.9.7:
The entries to Ascantha, Pickham and Trodain were the ugliest places (as far as I can remember), because these textures were tilesets in incredible low resolution. After these are done, I will next go through all cutscenes, because the camera often zooms in there, which makes textures look very blurry and the benefit of high res textures in these spots should be the biggest of all remaining textures.
- Some menus still had the old font. Now everything should have the new one.
- Some small improvements in the UI (as justifying HP/MP bars or the scroll bar, these are by default not 100% in line, now they are, Reminder to myself: Need to check, how this PR will change the alignment, once it is merged)
- Added more widescreen textures
- Fixed some glitchy trees on Savella Island from bird view
- Updated textures from the worst looking places (i.a. entry to Ascantha, Pickham, Trodain and a cutscene in Maella Abbey)
- Symlink Script updated (added new textures, fixed false positives)
- Updated screenshots in the first post (didn't expect the UI to look so much better in 4k lol)
As always remove your old texture folder before updating.
Plans for v0.9.7:
The entries to Ascantha, Pickham and Trodain were the ugliest places (as far as I can remember), because these textures were tilesets in incredible low resolution. After these are done, I will next go through all cutscenes, because the camera often zooms in there, which makes textures look very blurry and the benefit of high res textures in these spots should be the biggest of all remaining textures.
Last edited by kupo-on-gbatem,
Hello, first of all I wanted to congratulate you for your enormous work, I really appreciate it because all the texture packs I found were for the English version and I speak Spanish so thanks to you I can finally play this great game, I wanted to know if Can you fix this small error where the word attack, not equip and defense do not appear in high definition, I would greatly appreciate it, I know it's nothing but it causes me some discomfort.


Attachments
Last edited by Edusan,
Hello, first of all I wanted to congratulate you for your enormous work, I really appreciate it because all the texture packs I found were for the English version and I speak Spanish so thanks to you I can finally play this great game, I wanted to know if Can you fix this small error where the word attack, not equip and defense do not appear in high definition, I would greatly appreciate it, I know it's nothing but it causes me some discomfort.
View attachment 445097
Hi, good to hear that you like my texture pack. The problem that you encountered happens because the PS2 is working with power-of-2-sized textures. If a texture doesn't have this size, the texture size will be increased until this criterion is achived. Unfortunatelly the console will fill the empty space with vram junk which is getting hashed aswell.
Example:
And since the vram is always different, the trash and it's hash will be different too. Long story short pcsx2 produces endless texture dumps for non-power-of-2 sized textures which are difficult to replace. And in case of DQ8 many UI textures are affected from this problem. I wrote about this in the FAQ (first post).
Did you run the symlink script? It could fix your problem, but there is no guarantee. I constantly add new hashes to the script, but the spanish version is not well tested, so many hashes might be missing. You can add the hash of the missing texture yourself if you want to. The script can be opened in a simple text editor.
Btw your UI is stretched pretty hard. If you play in widescreen you should add the optional widescreen textures, which you can also find in the download archive. And ofc don't forget to set 16:9 AR in the game itself too.
Ok I understand the situation, thank you for responding, with your instructions I think I could solve my problem, thank you.Hi, good to hear that you like my texture pack. The problem that you encountered happens because the PS2 is working with power-of-2-sized textures. If a texture doesn't have this size, the texture size will be increased until this criterion is achived. Unfortunatelly the console will fill the empty space with vram junk which is getting hashed aswell.
Example:
[TABLE=full]
[TR]
[TD]View attachment 445171
1d40ed4a9c81a00f-fab3fccb2577d27b-00006613[/TD]
[TD]View attachment 445172
3d8092d9cdf1e39a-fab3fccb2577d27b-00006613[/TD]
[/TR]
[/TABLE]
And since the vram is always different, the trash and it's hash will be different too. Long story short pcsx2 produces endless texture dumps for non-power-of-2 sized textures which are difficult to replace. And in case of DQ8 many UI textures are affected from this problem. I wrote about this in the FAQ (first post).
Did you run the symlink script? It could fix your problem, but there is no guarantee. I constantly add new hashes to the script, but the spanish version is not well tested, so many hashes might be missing. You can add the hash of the missing texture yourself if you want to. The script can be opened in a simple text editor.
Btw your UI is stretched pretty hard. If you play in widescreen you should add the optional widescreen textures, which you can also find in the download archive. And ofc don't forget to set 16:9 AR in the game itself too.
Hello and thank you for this wonderful work, but is a new update planned?
Hi,
do you miss something specific? I updated this pack to v0.9.6.1 some weeks ago. However I made no post for it, since it was a rather small update. Main change was that I renamed all textures to the latest hashes. And a small handful of textures have been added due to an update in pcsx2.
I plan to make a bigger update at some point. I would definitely like to remake the textures visible in cutscenes, because of the zoom in, which I mentioned some posts above. But this update will probably be one of the last. There are around 200 cutscenes and remaking these textures will cost me atleast one hour per cutscene. So this eats a lot of free time and my time is very limited since may (new job). So I probably won't be working on it again until summer when I have vacation.
Actually there are still some more to dos, but remaking textures gets exhausting at some point and according to the comments here in the forum and on youtube, most people don't notice the difference between a 1000 hour project and a 5 minute project anyway. So it's a thankless job, too.
People don't seem to appreciate what creators do nor respect their time poured into each project. I can only speak for myself but thanks for what you have made for us users. Hope your new job goes well for you as personal stuff always takes priority
.
.Hi,
glad to hear that you like my teture pack. Someone has asked me the same question just some days ago, so I will simply copy & paste my answer at this point:
The file names of my textures are compatible with pcsx2 version 2.0 and newer. Dunno on what version Aether is based.
glad to hear that you like my teture pack. Someone has asked me the same question just some days ago, so I will simply copy & paste my answer at this point:
Hi,
I never tried to use texture packs with Aether. I think it depends how up to date this emulator is, because this feature developed over time and texture hashes have changed. If Aether is not up to date with pcsx2 some textures might not load. Also if you play on a smartphone or on a tablet your device will likely not support the DDS format. You would have to convert the DDS files to PNGs first. I dont know if it's worth it though. The texture pack is pretty large. Around 10 GB in DDS files and in PNG files it will be even bigger. Many environment textures have a size of 4096x4096 pixels. I think this is pretty overkill for such a small display like smartphones and tablets have.
The file names of my textures are compatible with pcsx2 version 2.0 and newer. Dunno on what version Aether is based.
Thx for fast Reply. Same kind of textures are with the resi4 ones. Its dds too. So Idk why this dont work. I will try something maybe it will fix it.Hi,
glad to hear that you like my teture pack. Someone has asked me the same question just some days ago, so I will simply copy & paste my answer at this point:
The file names of my textures are compatible with pcsx2 version 2.0 and newer. Dunno on what version Aether is based.
Post automatically merged:
Small question. The folder for the widescreen patches. Its simply drap n drop? So I dont need to change the folder structure?Thx for fast Reply. Same kind of textures are with the resi4 ones. Its dds too. So Idk why this dont work. I will try something maybe it will fix it.
Thx for fast Reply. Same kind of textures are with the resi4 ones. Its dds too. So Idk why this dont work. I will try something maybe it will fix it.
As I said the texture replacement feature has evolved over time and file names have changed. My texture pack is compatible with the newest hashes. If Aether is not up to date and other texture packs work for you they might still use the old hashes.
Small question. The folder for the widescreen patches. Its simply drap n drop? So I dont need to change the folder structure?
Yes, folder structure is the same. I think it was like 101 textures to overwrite.
ThxAs I said the texture replacement feature has evolved over time and file names have changed. My texture pack is compatible with the newest hashes. If Aether is not up to date and other texture packs work for you they might still use the old hashes.
Yes, folder structure is the same. I think it was like 101 textures to overwrite.
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This collection is far superior to the ntsc texture pack, while I may already know the answer, is there a way to run on this pack with the ntsc version? I expect all the checksums are different and that its a rather tedious task to make it work.
This collection is far superior to the ntsc texture pack, while I may already know the answer, is there a way to run on this pack with the ntsc version? I expect all the checksums are different and that its a rather tedious task to make it work.
Most of the time it will work by just changing the foldername to CUSA-xxxxx. You could give it the old college try no harm will come it just won't work if not.
This collection is far superior to the ntsc texture pack, while I may already know the answer, is there a way to run on this pack with the ntsc version? I expect all the checksums are different and that its a rather tedious task to make it work.
Some texture hashes are the same in PAL and NTSC-U but most of them are different. So simply renamig the folder won't work.
Still there is a way to convert a texture pack from one region to another, but you need
1) all original texture dumps from Region A
2) all original texture dumps from Region B and
3) your texture replacements from Region A
If you have these files you can use this tool which compares the texture dumps from Region A and Region B. And the tool needs a logging feature with an output like "texture A" matches "texture B" or something like that. Then just use a simple text editor to change this output from a log file to a simple script which renames texture A to texture B and use it on your texture replacements.
It's not hard, I did this a few times with other projects. Tbh I also thought about doing this for this pack too, but at the time I was working on this texture pack it was more important to me to improve my textures instead of dumping all the NTSC-U textures.
However if someone gave me the texture dumps from the NTSC-U version it probably wasn't a big deal to make it compatible for NTSC-U aswell.
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