They did some changes recently that broke many texture packs. Last working build I think it was v1.7.5663Is it just mine that stopped working as soon as I updated from 1.7 to 2.0 today the custom textures iv downloaded stopped working and all the settings and folders are the same
Most of the packs on this forum needs to be updated to be fully compatible with 2.0 version of pcsx2, but of course, this depends on each texture dev on this forum, since it can take a lot of time to update everything again.
Thank youThey did some changes recently that broke many texture packs. Last working build I think it was v1.7.5663
Most of the packs on this forum needs to be updated to be fully compatible with 2.0 version of pcsx2, but of course, this depends on each texture dev on this forum, since it can take a lot of time to update everything again.
Sadly, after I've updated my textures, they don't fully work. Even after making some new textures from scratch, there's something wrong with this new version. I've tested various alpha channel values, added mips, dumped mipmapping files, and nothing works. I'll stick to 1.7 for now (maybe forever).They did some changes recently that broke many texture packs. Last working build I think it was v1.7.5663
Most of the packs on this forum needs to be updated to be fully compatible with 2.0 version of pcsx2, but of course, this depends on each texture dev on this forum, since it can take a lot of time to update everything again.
What version of 1.7 are you using? Just wondering.Sadly, after I've updated my textures, they don't fully work. Even after making some new textures from scratch, there's something wrong with this new version. I've tested various alpha channel values, added mips, dumped mipmapping files, and nothing works. I'll stick to 1.7 for now (maybe forever).
1.7.5553What version of 1.7 are you using? Just wondering.
I have to test it out on mine , evil dead works for sure, I test my other ones tomorrow
Post automatically merged:
What version do you use or do you recommend for your shadows of the Colossus pack?1.7.5553
That one.What version do you use or do you recommend for your shadows of the Colossus pack?
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hmm, all my packs minus some textures from serious sam still work on 2.0.3. My Tekken 4 pack actually got an improvement from the update as it unlocked the resolution in the menu's, but now Burnout 3 and SSX Tricky hang for me so I might have to keep updating until they fix that.
From my understanding it isn't something they seem concerned on fixing as they always tinker with the transparency with every other release messing it up for us users and pack creators. I have heard v1.7.5553 , 1.7.5660, and/or v.1.7.5663 are what most pack users are sticking with depending on the work. Hope this is useful to you.
No sorry I just thought to ask around here. I don't know my way around GitHub.I haven't had a chance to upgrade in what feels like a week. Anyone check/post the bug in the GitHub about this issue?
Last edited by healing_peach,
I'm still testing but my Dragon Quest 8 texture pack looks fine with one exception. Water (and other fluids) is now dumping endless textures:
My old texture replacements for water (left) seems not to be active any further (right):
Everything else seems to be fine (but as I said, I'm still testing). If I understand it right, it's related to this new mipmapping feature. Dragon Quest 8 has no mip maps, so it's no surprise, that almost nothing has changed here. But I also made a texture pack for Flatout 2 which is using plenty of mip maps. So how did that change?
Con: On default settings almost all texture replacements outside the menus won't work any further, since all textures with mip maps got new hashes.
Pro: You can make it work by simple disabling "Mipmapping" in the Rendering tab.
Double Pro: Until today mip maps in Flatout 2 have been more of a curse than a blessing, because the mip maps are not marked as such. They all had different file names and with having thousands of textures it was almost impossible to find out which mip map belongs to which base texture.
Now they are all named correctly and it's possible to actually work with them, which is pretty awesome.
My old texture replacements for water (left) seems not to be active any further (right):
Everything else seems to be fine (but as I said, I'm still testing). If I understand it right, it's related to this new mipmapping feature. Dragon Quest 8 has no mip maps, so it's no surprise, that almost nothing has changed here. But I also made a texture pack for Flatout 2 which is using plenty of mip maps. So how did that change?
Con: On default settings almost all texture replacements outside the menus won't work any further, since all textures with mip maps got new hashes.
Pro: You can make it work by simple disabling "Mipmapping" in the Rendering tab.
Double Pro: Until today mip maps in Flatout 2 have been more of a curse than a blessing, because the mip maps are not marked as such. They all had different file names and with having thousands of textures it was almost impossible to find out which mip map belongs to which base texture.
Now they are all named correctly and it's possible to actually work with them, which is pretty awesome.
I'm testing too. As the new way of handling textures is excelent on paper. If I can find the why's and how's of it then I'll be able to write a full guide for the community.
I've just asked on the PCSX2 Discord server is the current way of handling textures is gonna stay like this or if they'll keep making changes. Apparently for the 2.0 build they intend to keep it like this.
I've just asked on the PCSX2 Discord server is the current way of handling textures is gonna stay like this or if they'll keep making changes. Apparently for the 2.0 build they intend to keep it like this.
Last edited by SadOrigami,
Thank you for the in depth informationI'm still testing but my Dragon Quest 8 texture pack looks fine with one exception. Water (and other fluids) is now dumping endless textures:
View attachment 447465
My old texture replacements for water (left) seems not to be active any further (right):
Everything else seems to be fine (but as I said, I'm still testing). If I understand it right, it's related to this new mipmapping feature. Dragon Quest 8 has no mip maps, so it's no surprise, that almost nothing has changed here. But I also made a texture pack for Flatout 2 which is using plenty of mip maps. So how did that change?
Con: On default settings almost all texture replacements outside the menus won't work any further, since all textures with mip maps got new hashes.
Pro: You can make it work by simple disabling "Mipmapping" in the Rendering tab.
View attachment 447473
Double Pro: Until today mip maps in Flatout 2 have been more of a curse than a blessing, because the mip maps are not marked as such. They all had different file names and with having thousands of textures it was almost impossible to find out which mip map belongs to which base texture.
Now they are all named correctly and it's possible to actually work with them, which is pretty awesome.
Yeah this is true. When I first made the post I had only tried a few games. So off that I decided to come here to voice it. I'm not sure if it has to do with anything but the only texture packs I can tell so far that aren't working right for me are rockstar games textures packs but midway,thq and square enix to name some are still working just fineBut some texture is still can work it
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