PCSX2 HD texture pack group

Dragon Quest VIII (De, En, Es, Fr, It) v0.9.6

kupo-on-gbatem

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ef8e01ade590c4b3-9487022b8460df3a-00006653.png

This texture pack contains high resolution textures for the PAL version of Dragon Quest VIII (SLES-53974).

It is focussed on:

  • Multilanguage support (english, french, german, spanish, italian).
  • HD but also faithful textures
  • Completeness

UI in different languages

IR x6, Replacements offIR x6, Replacements on
1a.png1b.png
2a.png2b.png
3a.png3b.png
4a.png4b.png
5a.png5b.png
6a.png6b.png
7a.png7b.png
8a.png8b.png


Environment (WIP)

IR x6, Replacements offIR x6, Replacements on
9a.png9b.png
10a.png10b.png
11a.png11b.png
12a.png12b.png
13a.png13b.png
14a.png14b.png
15a.png15b.png
16a.png16b.png

Why do I sometimes see unedited textures (especially UI) ?

In some cases the emulator fills empty space of textures with junk from the vram. This junk won't be visible ingame, since this part of the texture is not used. The problem is everytime the vram fills this empty space with junk, a new texture file will be made (with a new name). This way you get quickly a bunch of new textures, even if they actually all show the same object on your screen (in the following example it's the world map). Since nobody knows the file names in advance, you can't easily replace them.


Unbenannt.png

What does the script file about symlinks do ?

This is related to the previous topic. If you want all textures be replaced you also need to replace the duplicates that I mentioned. Since it would cost a lot of disk space to make hundreds of copies from these textures, I decided to create symlinks instead. That's basically what the script does: Generating symlinks for all known duplicates. Note that this can only increase the chance to see texture replacements, it will never fully fix this issue. Even after ~1000 hours play time I still encounter unreplaced textures from time to time. UI is affected from that in the first place.

Will there ever be a chance to replace all textures ?

Unfortunatelly there is not much that we can do, I have suggested to the devs to add the option for wildcard characters which could solve this issue, but since I can't code myself it's not in my hands.
For the moment all we can do is writing down names of duplicates that we encounter during playing and then transfer them to the script. If you want to help, enable texture dumping and send these duplicates to me. I will add them to the script, so everybody can benefit from it.

Why does the font in battles look so fuzzy?


Dragon Quest VIII - Journey of the Cursed King_SLES-53974_20240124221712.png

I don't know to be honest. I spent quite a time to fix this, but it looks like another weird issue on the emulator / game side. Maybe this can be fixed in the future.

Is this texture pack complete?

From what I know this texture pack is after several walkthroughs and with over 20k unique textures the most complete texture pack for Dragon Quest VIII out there. Most of the textures are finished, but big parts of the environment are still WIP. "WIP" in this case means that for the moment parts of the environment are upscaled with just one model - a model that generally gives good results, but not as good as if you use custom and for each texture specified model chains, which I usually do. Still it's perfectly playable (most texture packers use only one model anyway). Using custom and specified model chains is more likely the cherry on top. I will update the rest of the textures step by step, so keep an eye on this thread for future updates.

Download link: Click

Simply place the SLES-53974 folder in (...)/pcsx2/textures/. Don't change the folder structure, then run the script file to create symlinks (needs admin rights).

In pcsx2 you need to enable Load textures in Settings ► Graphics ► Texture Replacement and set the Internal Resolution in the Rendering tab to atleast 2x (The higher, the better. The texture replacements are 4-8x larger than the original ones).

If you have enough RAM (16 GB), you can also enable Precache textures (prevents textures from loading too slowly, which is particularly noticeable with widescreen textures due to the different aspect ratio.).

DragonQuestVIII-JourneyoftheCursedKing_SLES-53974_20240125001033-ezgif.com-video-to-gif-conver...gif

Thanks to
  • NMKD for Cupscale
  • Bighead for his Custom Texture Tool
  • the following users for their ESRGAN models: BlueAmulet, buildist, ChrisNonyminus, cszn, DinJerr, Jacob, Kim2091, LyonHrt, Mutin Choler, tldr_coder, Twittman, Venomalia
 
Last edited by kupo-on-gbatem,

LuismaSP89

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VERY NICE Sir, a lot of people are waiting this. It's a shame the difference between the graphic packs and the NTSC/PAL versions.
 

kupo-on-gbatem

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Spent a lot of time with sorting my texture files (not an easy task at over 40k textures) and re-playing the game a few times.
So there is not much new to show atm, here are some new screenshots though:

IR x3, replacements offIR x3, replacements on
11a.png11b.png
12a.png12b.png
13a.png13b.png
14a.png14b.png
 

LuismaSP89

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Spent a lot of time with sorting my texture files (not an easy task at over 40k textures) and re-playing the game a few times.
So there is not much new to show atm, here are some new screenshots though:


Hi there! cannot wait to test this out, is there any way I can help you with?
 

kupo-on-gbatem

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Hi there! cannot wait to test this out, is there any way I can help you with?

Hi,

yea sorry that it has become so quiet here. The first weeks I worked day and night on this project, but at the moment I'm also busy with real life stuff (final thesis), so I can't spend that much time on it. However I'm still working on it on and off.

The environment is just really large (I knew that beforehand, so I made the other stuff first) and I always try to get the best out of each texture. I don't throw everything in the same upscaler, since the models can perform very different depending on the object. Often I upscale each texture with 4-6 different models, compare the results and make some edits if needed (denoising, sharpening, often also blending the best results to make it more accurate or get the best from both models/eliminate weaknesses from a single result). In case of the environment it's even harder, because there are lots of textures which belong together and if you edit one of them, you have to edit the others the exact same way. Otherwise you will see the differences in the game. That's also a reason why I spend half the time with sorting. Here is an example of my grass folder. There are atleast 10 types of different grass.

Unbenannt.png

If I had two grass textures from the same type and upscale one with model A and another one with model B, you would see seams in the game. So I have to find a walkaround which looks good on all textures from one type and then repeat the editing process for all textures in this set. And this I have to do over and over again for all sets. It's pretty time consuming.
Grass was still the easist part of nature though. I have over 19 different types of dirt and over 30 different types of rocks. Of course it would be easier just to throw everything in the same upscaler, but that's not my understanding of quality.

Here are some examples of different categories, that I finished since last update:

environment grass: https://imgsli.com/MTMzMDQ0 (redone/improved in v0.9.3)
environment ice: https://imgsli.com/MTMzMDQ3
environment mystical water: https://imgsli.com/MTMzMDQ4
misc barrel: https://imgsli.com/MTMzMDQ1
comic effect: https://imgsli.com/MTMzMDQz

A comparison of an ingame scene which has a pre-rendered background:

replacements offreplacements on
Dragon Quest VIII - Journey of the Cursed King_SLES-53974_20220914125408.pngDragon Quest VIII - Journey of the Cursed King_SLES-53974_20220914125403.png


And I also improved the avatars in the main menu from our heros. Unfortunatelly pcsx2 makes thin lines look like shit (look at Angelos hair):

replacements offreplacements on
Dragon Quest VIII - Journey of the Cursed King_SLES-53974_20221017225340.pngDragon Quest VIII - Journey of the Cursed King_SLES-53974_20221017232203.png


You can change texture filtering from Bilinear PS2 to Bilinear forced, which solves this problem but introduces other issues:

Dragon Quest VIII - Journey of the Cursed King_SLES-53974_20221017232547.png

So yea, to come back to your inital question: The texture pack is still in the works. Don't worry, I won't drop it (even if it's really exhausting). The progress is just slow because it's so much work and at the moment my time is limited. But once it is finished I would be happy about test plays, because sometimes the alpha channel behaves weird in pcsx2 (spots turn black or transparent when they shouldn't). I'm not a beginner, but pcsx2 seems to be pretty sensitive about transparency comparing to dolphin for example. If I notice it myself, I will fix it. But I might miss something ~
 
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LuismaSP89

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Hi,

yea sorry that it has become so quiet here. The first weeks I worked day and night on this project, but at the moment I'm also busy with real life stuff (final thesis), so I can't spend that much time on it. However I'm still working on it on and off.

The environment is just really large (I knew that beforehand, so I made the other stuff first) and I always try to get the best out of each texture. I don't throw everything in the same upscaler, since the models can perform very different depending on the object. Often I upscale each texture with 4-6 different models, compare the results and make some edits if needed (denoising, sharpening, often also blending the best results to make it more accurate or get the best from both models/eliminate weaknesses from a single result). In case of the environment it's even harder, because there are lots of textures which belong together and if you edit one of them, you have to edit the others the exact same way. Otherwise you will see the differences in the game. That's also a reason why I spend half the time with sorting. Here is an example of my grass folder. There are atleast 10 types of different grass.

View attachment 335939

If I had two grass textures from the same type and upscale one with model A and another one with model B, you would see seams in the game. So I have to find a walkaround which looks good on all textures from one type and then repeat the editing process for all textures in this set. And this I have to do over and over again for all sets. It's pretty time consuming.
Grass was still the easist part of nature though. I have over 19 different types of dirt and over 30 different types of rocks. Of course it would be easier just to throw everything in the same upscaler, but that's not my understanding of quality.

Here are some examples of different categories, that I finished since last update:

environment grass: https://imgsli.com/MTMzMDQ0
environment ice: https://imgsli.com/MTMzMDQ3
environment mystical water: https://imgsli.com/MTMzMDQ4
misc barrel: https://imgsli.com/MTMzMDQ1
comic effect: https://imgsli.com/MTMzMDQz

A comparison of an ingame scene which has a pre-rendered background:

replacements offreplacements on
View attachment 335937View attachment 335938


And I also improved the avatars in the main menu from our heros. Unfortunatelly pcsx2 makes thin lines look like shit (look at Angelos hair):

replacements offreplacements on
View attachment 335940View attachment 335941


You can change texture filtering from Bilinear PS2 to Bilinear forced, which solves this problem but introduces other issues:

View attachment 335942

So yea, to come back to your inital question: The texture pack is still in the works. Don't worry, I won't drop it (even if it's really exhausting). The progress is just slow because it's so much work and at the moment my time is limited. But once it is finished I would be happy about test plays, because sometimes the alpha channel behaves weird in pcsx2 (spots turn black or transparent when they shouldn't). I'm not a beginner, but pcsx2 seems to be pretty sensitive about transparency comparing to dolphin for example. If I notice it myself, I will fix it. But I might miss something ~
WOW, very nice progress and very detailed explanations (I feel a bit guilty for spend your time writing it) but it looks stunning.
Thank you so much for your hard work, and of course you don't need to explain the stops, since your real life is the first thing to worry about.

:)Good luck with the thesis!
 
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kupo-on-gbatem

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I continued this project two weeks ago (couldn't start earlier because of my thesis, christmas with girlfriend and covid). I made good progress. I finished big parts of the "Nature" category, remade some effects and fixed issues from my to-do-list. Next step to finish this project is the "town" category (ground indoor and outdoor, walls, fences, decoration, ...).

Now I have the issue that I again have to group all the walls and ground textures which belong together (to avoid seams as described some posts before). And oh boy there are so many, it's like a giant puzzle and finding the right pieces is so hard. So the most logical step would probably be to make another walkthrough (the 4th within this project) and group the wall and ground textures right after they get dumped. Thank god there are cheats to turn off random encounters etc.

Still this will need extra time, that I didn't plan beforehand and since I also need to learn for my final exams soon, I decided to release version 0.9, so you guys don't have to wait any longer. This release will contain all the textures which I carefully upscaled and edited over the past months. This is almost everything in the game, except the "town" category. The town category I will throw in the best universal upscaler, that I'm aware of and will redo them after my exams in version 1.0 to give hopefully the best experience a fan remaster can have. I would also like to overhaul some other textures which are OK for now but don't meet my claim yet. This game simply deserves the best.
 
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LuismaSP89

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I continued this project two weeks ago (couldn't start earlier because of my thesis, christmas with girlfriend and covid). I made good progress. I finished big parts of the "Nature" category, remade some effects and fixed issues from my to-do-list. Next step to finish this project is the "town" category (ground indoor and outdoor, walls, fences, decoration, ...).

Now I have the issue that I again have to group all the walls and ground textures which belong together (to avoid seams as described some posts before). And oh boy there are so many, it's like a giant puzzle and finding the right pieces is so hard. So the most logical step would probably be to make another walkthrough (the 4th within this project) and group the wall and ground textures right after they get dumped. Thank god there are cheats to turn off random encounters etc.

Still this will need extra time, that I didn't plan beforehand and since I also need to learn for my final exams soon, I decided to release version 0.9, so you guys don't have to wait any longer. This release will contain all the textures which I carefully upscaled and edited over the past months. This is almost everything in the game, except the "town" category. The town category I will throw in the best universal upscaler, that I'm aware of and will redo them after my exams in version 1.0 to give hopefully the best experience a fan remaster can have. I would also like to overhaul some other textures which are OK for now but don't meet my claim yet. This game simply deserves the best.
Sir... you deserve a medal for this. Thank you so much! Cannot wait for the final release, but I'm going to download the 0.9 version right now to see this game on the maximum beauty level.
 
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LuismaSP89

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Isn't there already a complete pack out there?
For NTSC versions there are 2 HD packs. But the PCSX2 textures naming are different between PAL or NTSC versions of the same game. So, you cannot use the packs from NTSC version in Dragon Quest VIII PAL game, because every single file has a different hash & name. So, you need to do a new one from scratch.
 

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Hi Kupo, first of all thanks a lot for the work you have done, I've been waiting a long time for a HD pack for the PAL version!

I'm playing the game in french and everything seems to be perfect expect for the "é" that is outputted as an "e", "è" is working fine however.

I'm guessing it's because the textures with the fonts are missing the accent?
I just wanted to let you know, and ask if it's easily fixable by any chance?

Thanks!
 
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kupo-on-gbatem

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Hi Kupo, first of all thanks a lot for the work you have done, I've been waiting a long time for a HD pack for the PAL version!

I'm playing the game in french and everything seems to be perfect expect for the "é" that is outputted as an "e", "è" is working fine however.

I'm guessing it's because the textures with the fonts are missing the accent?
I just wanted to let you know, and ask if it's easily fixable by any chance?

Thanks!
Hi, thanks for the hint! I checked the font textures and indeed there have been an "a" and an "e" with missing accent.

Should be fixed in v0.9.1.

I attached the fixed font files, so you don't have to download the whole pack again. Just replace the two files in the UI folder.
 

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Sil-One

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Hi, thanks for the hint! I checked the font textures and indeed there have been an "a" and an "e" with missing accent.

Should be fixed in v0.9.1.

I attached the fixed font files, so you don't have to download the whole pack again. Just replace the two files in the UI folder.
Perfect, thanks for the quick answer! :bow:
 

kupo-on-gbatem

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06.04.2023: Updated to v0.9.3

The first major change of this update isn't visible to the players, but was necessary for me to take the next step. It involves restructuring the environment folders. I noticed that sorting by grass, rocks, dirt, interior, etc. doesn't make much sense, because grass and rocks in particular are often related. Also, a room may contain more than one wall texture that are next to each other and therefore need to be edited in tandem to avoid seams. So the first few weeks I spent with playing through the game again and structuring the game world from the outside to the inside. From continent to continent, from landscape to landscape, from house to house. To my surprise most textures are limited to one region. For the few textures that are used intercontinental, I created a global folder. Textures which are related to each other are organised in sets within the dedicated regions. The restructuring had taken me a few weeks, but the new structure helps a lot with the further steps.

That brings me to the second major change which concerns the landscape. I wasn't satisfied with the previous results. Some textures looked good in my image viewer, but not at all in the game (Another reason for the restructuring. If you want to edit a texture, you need to know which other textures are related to it).
I started experimenting with new model chains and made some impressive results.

org-ups 1.png

I then worked my way from region to region, redoing the landscape from scratch, examining every texture in the game and tweak my workaround where necessary. Below are a few examples:

1a.png1b.png
2a.png2b.png



org-ups-2.png

This texture also took me a while. Is it grass? Is it moss? Is it foliage? My models didn't really know either and just threw out a greenish brown gloop. I scaled the texture down by 50% so the models had more room to interpret it. Finally, something that looked like foliage. A few down- and upscalings later, I got something I can live with.

3a.png3b.png


I think the foliage captures the atmosphere of this lonely place very well.

4a.png4b.png


This sand texture has so little detail that I just added some decent film grain to fake some sand grains.

5a.png5b.png
6a.png6b.png


Where possible, I eliminated seams. However, this only works in a few cases, because the textures often do not lie directly against each other, but across.

7a.png7b.png


Trick 17: If a texture is so small and details are stretched so much that the result doesn't look good no matter how much you enlarge it, just double the canvas size :P

8a.png8b.png
9a.png9b.png


In some cases I have already worked on ruins and caves, but not in all.

10a.png10b.png
11a.png11b.png
12a.png12b.png
13a.png13b.png


About 90% of the landscape is finished. A few grass and rocks textures are still missing. Some I haven't found yet (probably from cutscenes which I have to play again) and some are from the world of darkness. Also trees, plants and stones still need to be done. They had no priority for me so far since they are not related to any sets and can be treated individually. Another to do are rocks overgrown with grass. I upscaled them but I'm not always happy with the results. The grass between the rocks often has a very low resolution. At the same time, the rock textures are very stretched or deformed in the game, which makes the rocks ugly overall. I don't think I can get anywhere with upscaling on this. Maybe I will try it with stable diffusion. But this will need lots of testing again, so I wanted to release my work of the past weeks first.

Other small changes in this update are:
  • Some UI cleanups (msg box and font)
  • Upscaled some boats and carriages
  • Added a missing prerendered background (king slime fusion)
  • Updated the script for symlinks
  • Added missing casino textures (from token slot machine, if player wins)
 
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AutumnWolf

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Wouldn't porting your current work to work with Citra fix the texture duplication/unreplaced textures issue?

Is the 3DS version inferior in some way to the PS2 version?

There is a patch to fix some things like the music not being orchestrated and the censorship on the 3DS, fixing those issues

I could help port the textures since I've been meaning to replay DQ8.
 
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