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I intercept resource loads at the graphics API level, hash their data, and then alter the data upload if a hash match is detected.
It works well for certain kinds of textures, but not for this game's UI textures. The UI textures are not static data, the engine starts scribbling on top of already loaded textures in order to do stuff like create textures with rendered text.
If you want to mod the game's fonts, you're going to need a different tool to repack actual game files.
You can create subdirectories, Special K searches the directory tree recursively for anything in inject\textures\.
add manualy eacf subfoler in dxgi?
my is [Textures.D3D11]
Cache=true
PreciseHash=false
Inject=true
InjectionKeepsFormat=false
GenerateMipmaps=false
That controls the directory where resources are searched. With the default name, it expects to find textures in SK_Res\inject\textures\<...>\. It scans any subdirectory of inject\textures and you don't need to edit any config.
When using SpecialK to do Borderless and the FPS Limited is set above 90, the FPS is limited to 90 with very inconsistent frame pacing.
I have pre-configured this to 4K since the game's missing resolution options on Windows systems with DPI scaling configured. If you are not running @4K, edit dxgi.ini and set OverrideRes= accordingly.
would also like to know this. its currently the only issue I have with the game.
1)in game you press select+start
2)Select Render mods tool
3)clic Refresh Texture
4)Under Refresh Texture you will see ALl texture of the zone you can select and clic DUMP texture
this is the place dump are
Persona 4 Golden\SK_Res\dump\textures\P4G.exe(here)
all texture are named Compressed_xxxxxxxxxx.dds
just delete Compressred_
now you can change and put yours texture in
Persona 4 Golden\SK_Res\inject\textures(here)
Sorry my english are not so good hope i help you
I've been doing some comparisons with the ps2 and psvita versions and they look a lot more compressed like the Catherine pc port.