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  1. kupo-on-gbatem

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

    The bug with the corrupted water textures has been fixed in latest nightly. https://github.com/PCSX2/pcsx2/releases/tag/v2.7.405
  2. kupo-on-gbatem

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

    I don't know any other issue tracker than their github page. I've linked it in my last post.
  3. kupo-on-gbatem

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

    Okay, I was able to bisect this issue. It has nothing to do with either the patch or the texture pack. It's a bug in pcsx2, introduced with v2.3.335. I opened an issue on github. If you want to you can temporary use v2.3.334, until the problem is solved.
  4. kupo-on-gbatem

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

    Interesting, tbh I never tested my texture pack in combination with a fps patch, since those fps patches usually have unwanted side effects like speeding up clouds, animations or similar, which I dont like. I'm curious if this will also happen if I replace my custom textures with the original...
  5. kupo-on-gbatem

    Transparent textures, any help would be appreciated

    https://forums.pcsx2.net/Thread-A-Guide-on-How-to-Use-texture-dump-alpha-scaler-tool-and-How-to-Install-Python The script is also included in the zip file some posts above
  6. kupo-on-gbatem

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

    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...
  7. kupo-on-gbatem

    Transparent textures, any help would be appreciated

    ye, I just thought that you might have forgotten to move the text file to your edits. I attached two simple scripts that I made a while ago. It's more comfortable than always having to use the terminal. The skipping errors are a bit annoying. They don't happen to me that often but it's...
  8. kupo-on-gbatem

    Transparent textures, any help would be appreciated

    Did you make sure that your texture dump and your edited texture have the exact same file name? If you can upload both files, I'd like to give it a try
  9. kupo-on-gbatem

    Transparent textures, any help would be appreciated

    Yes, it scans all textures from folder A, creates a text files with the file names and the alpha values of each file and then applies the values to the files from folder B. So you need the original files and the new files must have the exact same file name. It's a simple python script, but it...
  10. kupo-on-gbatem

    Transparent textures, any help would be appreciated

    I recommend to use the "texture_dump_alpha_scaler" from Stenzek, the developer behind the texture replacement feature of pcsx2. It's the only tool that I know which scans the alpha value of your texture dumps and applies them to your HD textures. All other workarounds like setting the alpha...
  11. kupo-on-gbatem

    Which AI tool should I use ?

    Your upscale has different colors than the source texture. Looks like the source texture has indexed colors. You could try to convert your texture dump to 32 bit before you upscale it. I don't own this game so I can't test it myself, but it's worth a try. Also don't resize your texture to 200%...
  12. kupo-on-gbatem

    Texture HD Duckstation Toy Story Racer by me (pal convert to NTSC + fixed tires) work on ntsc

    Without a screenshot of this scene it's hard to say what causes the glitch, but a good first step is always to copy the texture dump to the replacement folder without any modification. Does it fix your problem -> Something went wrong with your edit / conversation. If it's still there, the...
  13. kupo-on-gbatem

    Texture Nexus V1.0.0 (Release)

    Ah, I understand. It only works with pcsx2 texture dumps. I tried it with texture dumps from Dolphin which follow a slightly different naming sheme: tex1_256x256_6f958c9d50fda69f_2a4427e320fc0f94_8.png Maybe you could expand your tool to other emulators aswell? I think accepting any text...
  14. kupo-on-gbatem

    PCSX2 HD Texture Packs, Save Files & Resources Hub

    this won't work. pcsx2 emulates ps2 hardware which is very limited, you can't simply put HD textures into a rom and expect it to load. the implementation of the texture replacement system is different, it's post processing.
  15. kupo-on-gbatem

    My PS1 Packs For DukStation ( Updated 28/05/2025 )

    https://github.com/stenzek/duckstation/wiki/Texture-Replacement https://github.com/stenzek/duckstation/pull/3244
  16. kupo-on-gbatem

    Dino Crisis 2 DuckStation HD Textures

    It's not about the resolution of the PS1, it's about how you upscale the textures. These lines are called seams and happen if you upscale tiles without context. For a smooth transition between different tiles the upscaler would have to know which tiles go next to each other. Without this...
  17. kupo-on-gbatem

    Texture Nexus V1.0.0 (Release)

    So this might be a stupid question, but how do I delete the files after monitoring? :rofl: I entered the hash, clicked at monitoring, but after scanning the folder nothing happened.
  18. kupo-on-gbatem

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

    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. Yes, folder structure is the same. I think it...
  19. kupo-on-gbatem

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

    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.
  20. kupo-on-gbatem

    Texture Nexus V1.0.0 (Release)

    I understand the process. This probably works fine for alpha values around 127/128. If their alpha values are doubled, they will be full opague, as you said. So upscaling and editing will likely cause no issues. I'm just a little bit concerned about textures with lower alpha values. Let's say a...