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DAYTONA USA 2019 HD Textures pack by stf999 (ElSemi's Model2Emu or Nuexzz hack)


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Posté(e) (modifié)

 

This is a HD texture pack for use with Elsemi's MODEL 2 emulator or with Nuexzz's Daytona USA++ patch.
This pack has been created with a lot of respect for the original game, its creators, its fans.

 

Download link for ElSemi's Model2 emu (with widescreen option & cheats): -- CLICK HERE --

Download link for Nuexzz's Daytona USA++ patch: -- CLICK HERE --

Download link for the Texture pack only: -- CLICK HERE --

Chacun des liens contient un fichier Readme en français


Note:
The download for ElSemi's Model2 emulator contains a clean "scripts" folder with LUA files for all the games (with widescreen options, cheats, scanlines),
the texture pack, the original necessary files. Replace the original "scripts" folder by this new one.
Please read the Readme file !

The download for Nuexzz's D++ patch contains a clean "scripts" folder with LUA files generated by the patch, the texture pack, the original necessary files.
Replace the original "scripts" folder by this new one.
Please read the Readme file !

The download with the texture pack only is for people having created their own LUA files, or having texture packs for other games, etc...
(It is also a good option for people using the new Model2 UI made by Nuexzz). Copy all the files (PNG+PAT+PS) to your customized (or not) "scripts" folder.
Please read the Readme file for the mode_14 recommendation !

The textures will be easily recognizable as their name starts by DU_ (Daytona USA). Ex : DU_BEG_Wall.png means Wall in the Beginner Circuit of Daytona USA.
I'll start Sega Rally after a pause, the textures will be named SR_..._... .png)

Have a nice time !

 

SCREENSHOTS GALLERY AND WORK IN PROGRESS : -- CLICK HERE --

 

daytona_usa_hd_texture_2019___beginner_0

 

daytona_usa_hd_texture_2019___beginner_0

 

daytona_usa_hd_texture_2019___advanced_0

 

daytona_usa_hd_texture_2019___advanced_0

 

daytona_usa_hd_texture_2019___expert_04_

 

daytona_usa_hd_texture_2019___expert_12_

 

 

Modifié par stf999
Final version
Posté(e)

Cool!  where will it be posted?  Is there any ability to also port this to Sega Racing Classic?  Looking forward to the release...

Posté(e) (modifié)

Hi !

It will be a simple mediafire link, no glory. (a zipped "script" folder to be placed in Model 2 Emu folder (or Nuexzz's Daytona++ folder)

 

... Sega Racing Classic... no sorry !

This has been only possible for me with model 2 emu (it gives the ablility to extract & replace a texture of your choice). This emulator still rocks nowadays.

The best thing would have been applying the textures on the XB360 or PS3 version of Daytona, with no clipping...

 

Model 2 Emulator

Nuexzz' hack

 

 

Modifié par stf999
Removed .pat file (now available in download)
Posté(e)

I'm far from being a graphic artist but I'm putting together a driving cabinet for a friend of mine and would love to make one of the advertising signs contain his company logo.  Is there a short tutorial on how to start this?

 

Thanks!

Posté(e)

@Pookerman

Thanks for the kind words on the "screenshot site" !!

I'm doing my best to share it quickly, but I'm a little perfectionnist and I don't give anything before I'm 100% satisfied :)

In fact it can be considered as 99,9% finished : I didn't want to show pictures before the release but my best friends (and testers lol) thought that I was a bit long to decide to release and that it would be a good idea to show my work a little bit during the time I look at the last details...

 

PS: je suis français...

Posté(e) (modifié)

@ 68hc11 : Imagine you want to replace The São Paulo Avertising (see below)

 

daytonas001.png.e2e7346e15127474972c75164c83c7e5.png

 

- Launch the game with ElSemi's Model2Emu in windowed mode

- Start a race and run until the texture you want to replace appears on screen

- When you reach the texture, go to the Model2Emu's menu on top of the game, select "Game", then clic on "Dump texture cache"

- Stop the game, open the folder "TEXCACHE" in the Model2Emu folder: the texture you want + all the textures around in the scene appear as black & white PNG files with addresses as names

 

The São Paulo textures are :

8144019_BB3F464F.png.f94190ab04deafc875d756073d66a8f3.png 8144019_BB3F464F.png (red texture)   +     8166019_E487A537.png.97ff63eebdd54afab3e9fcf8ff78a1de.png 8166019_E487A537.png (yellow texture)

 

In this case you find two textures because the Daytona Engine (or Model 2 ?) can't give more than one colour to a texture, so one texture will be colored in red, the other one in yellow.

 

- Now you can replace the SAO PAULO texture by a picture of your choice, respect as much as possible the original ratio (64x256 pixels can be replaced by a picture sized 128x512 pixels for example), use PNG format ! !

   In this particular case, the "Yellow" picture will be above the "Red" one, so replacing the 8166019_E487A537 picture will matter, the other one can be replaced by a small blank or transparent picture.

 

- Watch how the picture is oriented and reversed and respect this (Use an editor)

 

- Create a "script" folder in the Model 2 Emu folder if it doesn't already exist (but it should)

 

- Create a daytona.pat file (a simple text file with the .txt extension replaced by .pat) (if you want to apply your change on Daytona clones, just create other pat files (daytonam.pat, daytonas.pat, same names as the zipped roms)

 In your .pat file write this :

  8166019 E487A537 1 myreplacedtexture.png

 

    meaning

        8166019 E487A537 : the name of the original texture given by the dump, without the "_"

        1 : The way the texture is colored or illuminated (shader mode 0, mode 1, mode 2,... ) (more information in model2lua.txt, see below), I had to modify my own shaders for a few textures displayed too dark...

        myreplacedtexture.png : your PNG file, give it the name you want.

 

- Place your replacement PNG and your .pat file in the "script" folder.

 

- Play and enjoy your change...

 

 

model2lua.txt
--------------


Texture replacement

The texture replacement file is a file named like the romset ended in .pat in the SCRIPTS folder (ex: daytona.pat)
Each line of the file indicates a texture replacement. The format is

ID1 ID2 Format Filename

ID1 and ID2 are the ID pair used to identify the texture to replace
Format is 
	0 if you replace the texture with a grayscale texture, so it's handled through the model2 coloring pipeline (like original ones)
	1-15 if your texture is already colored. A Pixel Shader with name mode_x.ps (with x equal to the number you specified) will be used to color
	the texture. Some samples are provided:
		mode_1.ps is an example of linear lighting (the way 1.0 version colored this textures). 
		mode_2.ps is an example of lighting through the luminance conversion table specified in the game (see the shader comments).
	There is no restriction to the size of the new texture (apart from your videoram)
Filename is the name of the file to use as texture (.png). Alpha transparency is supported for Colored textures.

In order to make a texture replacement, you need to know the ID pair of the texture you want to replace. To know the
ID pair, first dump the texture cache from a running game using the Game menu option "Dump texture cache".
This will dump the cached textures in png format to the TEXCACHE folder. The file name of the dumped files is ID1_ID2.png
that way you can get the IDs and the corresponding texture as base for replacement.
The .pat files are read on game load, so you need to re-load a game to see the new textures.

You can start a line with // indicating a commented line,and it will not be processed

 

 

Modifié par stf999
english, english...
Posté(e)
6 hours ago, stf999 said:

@Pookerman

Thanks for the kind words on the "screenshot site" !!

I'm doing my best to share it quickly, but I'm a little perfectionnist and I don't give anything before I'm 100% satisfied :)

In fact it can be considered as 99,9% finished : I didn't want to show pictures before the release but my best friends (and testers lol) thought that I was a bit long to decide to release and that it would be a good idea to show my work a little bit during the time I look at the last details...

 

PS: I am French ...

 

Steff,

 

Nothing wrong with being a perfectionist my friend. I wouldn't want to release anything until I was 100% happy with it either.

 

Having said that please bear in mind that some of us die hard Daytona fans are desperate to get our hands on your HD pack asap, LOL ;)

 

Daytona, let's go away.....

 

dcxs2nn-721e5de3-a872-45e1-85c7-7a80f202

Posté(e) (modifié)

ASAP, promised !...

 

Some of the last changes :

- The animated people (seen in the pit in "Beginner" circuit or on the bridge in "Advance" circuit, too fluorescent).

- The fir trees in the Beginner circuit .

...

Modifié par stf999
My congratulations had no success LOL
Posté(e)
Le 22/01/2019 à 16:13, 68hc11 a dit :

I'm far from being a graphic artist but I'm putting together a driving cabinet for a friend of mine and would love to make one of the advertising signs contain his company logo.

Hi 68hc11 !

Have you been successful with your texture replacement ? :)

  • 2 semaines après...
Posté(e) (modifié)

In order to celebrate this, I offer all fans (& myself) a high definition texture pack for use with Elsemi's MODEL 2 emulator.

7 months of passion, editing or creating 480 textures...

I hope you will like the result as much as I liked to do it !! Bluestacks Lucky Patcher Kodi

Modifié par audreyspency
Posté(e)
Il y a 1 heure, audreyspency a dit :

In order to celebrate this, I offer all fans (& myself) a high definition texture pack for use with Elsemi's MODEL 2 emulator.
7 months of passion, editing or creating 480 textures...
I hope you will like the result as much as I liked to do it !!

Is this because of my bad english :) ?

Posté(e)
Le 20/01/2019 à 13:26, stf999 a dit :

 

Daytona USA, 1994-2019: The king of arcade racing is 25 years old!

In order to celebrate this, I offer all fans (& myself) a high definition texture pack for use with Elsemi's MODEL 2 emulator.

7 months of passion, editing or creating 480 textures...

I hope you will like the result as much as I liked to do it !!

 

5c4467d07d9e8_DAYTONAUSABEGINNER07.png.5c4b6356e24b1d53f24e7322b6263191.png5c4467fe95e56_DAYTONAUSAADVANCE02.png.294dbfae8631e528c576cee8a8b9742c.png5c446a4cd9f1b_DAYTONAUSAADVANCE04.png.7c379d8cfa9ccabd296705e5ab8b61aa.png5c44682cc7420_DAYTONAUSAEXPERT04.png.21ac9b2a76e088969a08f9ff54f51f6c.png5c446a9ab650a_DAYTONAUSAEXPERT09.png.ddd0f92db2093bb74c19bf53d4ff62fb.png         SCREENSHOTS GALLERY : -- CLICK HERE --

 

DOWNLOAD LINK for ElSemi's Model2Emu : -- CLICK HERE --

 

DOWNLOAD LINK for Nuexzz' hack users : -- CLICK HERE --

 

A readme file is included :)

 

 

Look nice! ☺️👍

 

Posté(e) (modifié)

Sega Rally championship will be the next one :)

 

Modifié par stf999
heu...
  • 2 semaines après...
Posté(e) (modifié)

A few fans have requested the Casino elements in the Beginner course, I don't really know why I changed them (I love SegaSaturn).
That's done !

 

5c7c5c85b23f8_DaytonaUsaHDTexturesBeginner05.png.02facb3406ed576f768f54f87b997c1e.png

 

Same thing for the dice...

I'll still apply the SegaSaturn & Rubik's Cube textures on the "Daytona USA Saturn Adds" rom.

Modifié par stf999
Posté(e)

New (big) fans request : Redo the textures for the Hornet Car (Hornet + Bee + Gallop Racing) to allow the Model 2 to colorize them itself.

With the blue car HORNET is green and the bee is yellow, with the yellow car HORNET becomes blue and the bee green, etc...

In link mode all those colors change again depending on the driven car.

... W.I.P. (creating these HD textures from scratch in negative black & white)...

Posté(e) (modifié)

Now full respect for the original game and fans ! All 10 different playable cars have their logo colorized with the original colors

 

HornetM.png.7b114a2c4e766f76207549684ea896c2.png

 

 

Modifié par stf999
Posté(e) (modifié)

Lots of details in the work to recreate the full Daytona USA experience in HD, based on Daytona fans' requests.

I feel like a slave for this project lol. I didn't expect so much interest.

Feel free to comment or request here too, I'm listening to everyone to try to make the best graphic patch !

 

Modifié par stf999
Removed screenshot
  • Team
Posté(e)

Salut, tu as pas refait de nouveaux pas encore, je vois que tu as éditer ton post 1 mais les packs sont encore de février?

Posté(e)

Salut m'sieur !

Oui ! j'ai juste viré des photos du 1er post pour pouvoir glisser la dernière (j'ai un espace limité sur le forum pour mes média) :).

Quand je ferai une mise à jour des packs je ferai un renvoi au 1er post avec annonce claire !

 

L'update va venir bientôt, j'ai refait 50 textures, encore quelques-unes pour renforcer la fidélité avec les graphismes originaux.

Posté(e) (modifié)

Thanks a lot srietscha !

but the best is to come as it's still a W.I.P.

 

Now everything about the Hornet car is done with full respect !!!

hornet_logo_hd_texture___automatic_trans

 

dd1oz8w-39688d98-38d0-41ff-8020-100bf555

Modifié par stf999
screenshot
Posté(e) (modifié)
On 2019/3/19 at 7:12 AM, stf999 said:

Thanks a lot srietscha !

but the best is to come as it's still a W.I.P.

 

Now everything about the Hornet car is done with full respect !!!

You can watch here ! SCREENSHOT

Great job!

 

By the way, I have seen the following:

--------------

Link Mode :
The front car colored texture can be replaced by the black & white one
to prevent from having a RED front car for every player in a multiplayer race (LINK).
The Model 2 will color the texture (Blue, Green, Yellow, Pink...), depending on the car you drive.
You'll have to edit the .pat file of the corresponding rom (daytona.pat, daytonas.pat, etc...) with the notepad or a text editor :
find & replace the line :
19104011 DEBDE4F2 8 Car_front.png
by
19104011 DEBDE4F2 0 Car_front_Link.png
--------

But in my daytona.pat, I can only find this:

 

19104011 DEBDE4F2 5 Car_front.png

 

Can I replace that with "19104011 DEBDE4F2 0 Car_front_Link.png"?

 

Actually, I haven't played this game in Link Mode, so I don't really understand what this issue is. If you don't mind, could you show it by means of a picture or a video?:rolleyes:

Modifié par scju
Posté(e)

Hi scju, yes just do what you've written !

I wrote the readme file just before I reorganized my shaders. 5 is the good value, not 8.

 

(That being said, in the final release you won't have to care about anything :), the textures will be colorized exactly like the original !)

Posté(e) (modifié)
38 minutes ago, stf999 said:

Hi scju, yes just do what you've written !

I wrote the readme file just before I reorganized my shaders. 5 is the good value, not 8.

 

(That being said, in the final release you won't have to care about anything :), the textures will be colorized exactly like the original !)

 

Hello, stf999, thank you for your kind reply. I'm looking forward to the final release. :very-good:

Modifié par scju
Posté(e) (modifié)

 

Il y a 5 heures, Hyperscorpio a dit :

Someone need to send me the missing blue and red textures please.

 Your creation ?

The red & blue are not textures, only colored polygons.

If you want to see red, blue (or yellow on manual car), just make your V texture a transparent PNG ;)

 

In my pat file you'll find 1A9A4000 6C5E674 0 Car_Reflect.png, it's the shadow applied on the blue (or yellow) color.

If you edit this "car_reflect.png" texture and paint it with the color of your choice, and then write 1A9A4000 6C5E674 5 Car_Reflect.png in the pat file (5th shader instead of 0), you will colorize the blue part of the car.

But this color will appear on all the playable cars (manual, automatic, link colors...)

 

Modifié par stf999
Found a better answer...
Posté(e) (modifié)
Le 20/03/2019 à 19:34, stf999 a dit :

 

 Your creation ?

The red & blue are not textures, only colored polygons.

If you want to see red, blue (or yellow on manual car), just make your V texture a transparent PNG ;)

 

In my pat file you'll find 1A9A4000 6C5E674 0 Car_Reflect.png, it's the shadow applied on the blue (or yellow) color.

If you edit this "car_reflect.png" texture and paint it with the color of your choice, and then write 1A9A4000 6C5E674 5 Car_Reflect.png in the pat file (5th shader instead of 0), you will colorize the blue part of the car.

But this color will appear on all the playable cars (manual, automatic, link colors...)

 

Yeah i speak with you in a nother website in private. :ptdr: Thanks!

I still can´t paint that red thing and the blue wing, i wish was able to make a Michell Vaillant Car just for fun. ;)

The red is missing all over the car i wish to paint in to white but it seems it's a different texture we can´t detect it easily :(

Modifié par Hyperscorpio
Posté(e)
Il y a 9 heures, Hyperscorpio a dit :

The red is missing all over the car i wish to paint in to white but it seems it's a different texture we can´t detect it easily :(

 

It's because it's not a texture !! Only colored polygons. The only way to modify this red color is hacking (like in Daytona USA turbo)

Posté(e)
Il y a 5 heures, stf999 a dit :

 

It's because it's not a texture !! Only colored polygons. The only way to modify this red color is hacking (like in Daytona USA turbo)

Try TexMod maybe will work.

Posté(e)

Sorry I won't have time for this.

At the moment my personnal goal is to redo what was too "personnal" to get a 100% respectful set of textures (hmm 95% lol).

This has been requested and I enjoy the challenge a lot

I'm actually working on the Hornet's HD dashboard :)

Posté(e)
Il y a 7 heures, stf999 a dit :

Sorry I won't have time for this.

At the moment my personnal goal is to redo what was too "personnal" to get a 100% respectful set of textures (hmm 95% lol).

This has been requested and I enjoy the challenge a lot

I'm actually working on the Hornet's HD dashboard :)

Good!

I have a nother question.

Virtua Striker will be able to change textures?

A dream to change the full kit, flag and team name one day.

Thanks. :)

Posté(e) (modifié)

Yes of course, all the Model 2 games are retexturizable :)

 

If you want to start a project,

- Open the game with model 2 emu 1.1a in windowed mode then go to the option "Game" / "Dump texture cache".

- Repeat this at different moments of the game, to make sure you dump all the textures.

- Close (or not) the game.

- Open the TEXCACHE folder.

- With the .PNGs found in the folder you can start to create a .pat file (my DAYTONA.PAT file should be a good tutorial).

- To locate some difficult textures I used to paint them in green then looked for a green texture ingame (long task).

- Then internet + Photoshop, photoshop, photoshop, ... (looooong task).

 

... but as SUPERMODEL allows to play VS2 perfectly, I personnally won't touch Virtua Striker.

 

PS : je t'ai vu poster en français dans la shoutbox, alors n'hésite pas si tu es français à communiquer en french !

J'ai posté en anglais simplement parce que je n'avais pas réalisé au début que le forum était francophone lol.

 

-----------------

 

Hornet Dashboard now in HD

daytona_usa_hd_texture_2019___dashboard_

Modifié par stf999

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