Starreaver1 said:

Edit: I have a bunch of the texIDs filled out in your list, but I'd used OpenGL so I think they're different from what you have... I was so ready to help you out, I dumped the textures and everything. Then I found that my prefixes (texIDs?) were different from yours. WhyEdit: I have a bunch of the texIDs filled out in your list, but I'd used OpenGL so I think they're different from what you have... Click to expand...

DRGN said:

I knew there were cases where the TexID could be different, but I thought it was only from using different graphics backends (e.g. Direct3D11). I addressed my concerns on this for this very purpose 42 - _00000001 - _00000002 - 01234567 . But that might be too much info to gather. Idk. If it were ideally crowd sourced, then we'd have one list that's shared back and forth and updated to include any newly seen texIDs. Eventually, people wouldn't have to update it. I think this would be fine if there are only two different possible IDs. Maybe even three would be doable. But any more than that would probably start getting ridiculous.



achilles also had some interesting ideas ...I knew there were cases where the TexID could be different, but I thought it was only from using different graphics backends (e.g. Direct3D11). I addressed my concerns on this for this very purpose here . Basically, I figured that there would still only be a few different IDs for any given texture, so worst case scenario would be to include each in the one placements line (e.g.. But that might be too much info to gather. Idk. If it were ideally crowd sourced, then we'd have one list that's shared back and forth and updated to include any newly seen texIDs. Eventually, people wouldn't have to update it. I think this would be fine if there are only two different possible IDs. Maybe even three would be doable. But any more than that would probably start getting ridiculous.achilles also had some interesting ideas here Click to expand...

1) Have everyone use the same Dolphin settings configurations, so the texID will be consistent among users when they dump textures.



2) Record all seen texIDs for each texture for all settings configs.



3) Create one grand texture archive using a specific settings config, that contains all of Melee's textures. So people would download from this, instead of dump textures from Dolphin.​

Yeah.... This:Also, in the example I highlighted above, _00000001 and _00000002 are both texIDs. One line can have many IDs in it to associate to one specific texture. Ultimately, the question is, how many IDs are there for one texture? Unfortunately, I recently did some testing and found out that changing the Texture Cashe Accuracy in the Graphics options (under the Hacks tab) between 'safe' and 'fast' can also cause the texID to change.So, if we want programs to be able to automatically recognize textures, we'd have to do one of 3 things (all of which would still need placements files, even if the user doesn't need to interact with or load them later):1 and 2 could be somewhat combined. For example, settings that affect the texIDs but are almost always set a certain way could be ignored.Unfortunately, all of these have the downside that they introduce more knowledge that you have to know or learn for texture hacking. Even for method 3, since they would at least have to know they need to get textures from a certain place in order for programs to recognize their textures. But I knowing/learning what's required for one of these methods might be better than dealing with offsets though.