Customization

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EmuVR supports importing custom label images for your games' cartridges and CDs.

You can also customize your posters, wallpaper, bed sheet and pillow.


Labels

Cartridge labels and CD art go in your "EmuVR\Custom\Labels" folder, and should match the exact same file structure as your Games folder.

For example, if you are adding a label for Super Mario Bros 3, which in this example is located in:

C:\EmuVR\Games\SNES\Super Mario World.sfc

You would add the label in:

C:\EmuVR\Custom\Labels\SNES\Super Mario World.png

Same console folder name, same file name.


Here's a different example with a PS1 game, which in this case is inside a subfolder:

C:\EmuVR\Games\PS1\Crash Bandicoot\Crash Bandicoot (USA).cue

For the label, notice how it matches the full path and your file is inside a subfolder as well:

C:\EmuVR\Custom\Labels\PS1\Crash Bandicoot\Crash Bandicoot (USA).png

And here are two common mistakes for the same game above, how NOT TO do it:

C:\EmuVR\Custom\Labels\PS1\Crash Bandicoot (USA).png

C:\EmuVR\Custom\Labels\PS1\Crash Bandicoot.png

Again, the red examples above are showing how NOT to do it. They forgot to add the subfolder, or they're trying to match the image to the folder, instead of matching the game file.


PNG and JPG images are supported.

Note: ".jpeg" file extensions won't be loaded. They need to be exactly ".jpg" or ".png" to be detected.

Optional No-Intro Naming

EmuVR will also check for label images filenames matching the No-Intro naming convention.

That naming convention means that Retroarch can identify some of your games, no matter how their files are named, as each game fingerprint has an unique "official" name from a known database.

This means that if EmuVR can't find a matching image file name, it will then look for an image using the known "official" file name for that game.


For example, if your Super Mario World file is named as smw.sfc or smworld.sfc:

  1. EmuVR will first look for smw.png or smworld.png.
  2. If it's not found, EmuVR will then look for Super Mario World (USA).png (the identified official file name for this game)


Still, you do need to download your own images and put them in the right subfolders inside "EmuVR\Custom\Labels", matching your games folders. EmuVR won't download any labels automatically.

This feature simply allows users to create/download label image packs using that naming convention, without worrying about users renaming every image file to match their particular games file names.

Posters

You can customize your bedroom with lots of posters placed in specific locations.

Your images should be added to the EmuVR\Custom\Posters folder, named as 01.png, 02.png, 03.png, and so forth, up to 31.png.

PNG and JPG images are supported.

To see the location for each numbered poster, before using your own images, follow these steps:

  1. Copy all example image files from EmuVR\Custom\Posters\Examples into EmuVR\Custom\Posters.
  2. Run EmuVR, and you'll see every poster location in the bedroom, each showing a number.
  3. Replace the numbered image files in EmuVR\Custom\Posters with your custom images (try to match the aspect ratio to avoid stretched posters)
  4. Delete the unused example posters in EmuVR\Custom\Posters after you're done.

The Bed, Wallpapers, Floor and Ceiling

You can change your bed sheets, pillow, wallpaper, floor and ceiling by adding the following images:

Custom\Misc\bed_sheet.png

Custom\Misc\pillow.png

Custom\Misc\wallpaper.png

Custom\Misc\floor.png

Custom\Misc\ceiling.png

PNG and JPG images are supported.

Additionally, there is a matching .txt file for each of those images, which you can edit to adjust the texture tiling and offset.

To make them not tile, set "tiling_x" and "tiling_y" to "1".

Advanced texturing: normal, glossiness, roughness, emissive

Optionally, you can add normal maps, glossiness or roughness maps, and emissive maps. This is supported only for walls, floor and ceiling textures.

If you have both glossiness and roughness maps for the same thing, the glossiness file will take precedence, and the roughness file will be ignored.

When authoring emissive textures, don't overdo it, or you'll go blind in the dark. The darker colors will be rendered like a "turned off" light: it works the same way a real wall projector works. Start with a pitch black image, then add colors in the places you want to be actually glowing. Contrast is key. If you make it all bright, it will look like Doom with no lighting. Check the included examples in your EmuVR installation to learn how to do it.

While JPG images are also supported for the additional maps, PNGs are better suited for those types of channels, as JPEG artifacts will be augmented, specially in normal maps.

File naming:

Custom\Misc\wallpaper_normal.png

Custom\Misc\wallpaper_glossiness.png

Custom\Misc\wallpaper_roughness.png

Custom\Misc\wallpaper_emissive.png


Custom\Misc\floor_normal.png

Custom\Misc\floor_glossiness.png

Custom\Misc\floor_roughness.png

Custom\Misc\floor_emissive.png


Custom\Misc\ceiling_normal.png

Custom\Misc\ceiling_glossiness.png

Custom\Misc\ceiling_roughness.png

Custom\Misc\ceiling_emissive.png

Individual wallpapers for each wall

When using wallpaper.png, your image will be repeated in all four walls.

If you want individual textures for each wall, use this naming:

wallpaper_f.png wallpaper_b.png wallpaper_l.png wallpaper_r.png

The windowed wall considered the front wall (_f).

You can use matching .txt files the same way, e.g. wallpaper_f.txt

You may want to prevent your unique wallpapers to tile, by setting the tiling and offset values to 1 and 0, respectively.

If a specific wall doesn't have its own separate custom texture, it will fall back to your usual wallpaper.png file if you have it, or else it will use the default blue color with no textures.

You can also use the same naming pattern for the additional maps explained in the section above, e.g.:

wallpaper_r_normal.png

wallpaper_r_glossiness.png

wallpaper_r_roughness.png

wallpaper_r_emissive.png

Resolution and aspect ratio

You custom cartridge and CD labels will be loaded as to 256x256 (default), 128x128 or 512x512 textures, depending on your settings.

The walls, floor and ceiling will load your custom images as 1024x1024 textures.

For the bed sheet, pillow, and all posters, the resolution is 512x512.

You can author your images at any resolution, but they'll always be scaled to these respective sizes when loaded. For the best image quality possible, save your image files already pre-scaled to these resolutions, to prevent any blurring from internal scaling. It doesn't matter if they need to be stretched to fit those exact resolutions, as they'll be unstretched back when being rendered in the labels.

The walls have the aspect ratio of 16:10, e.g. 1920x1200 and 2560x1600. You'll need to author your textures at that ratio or they will look stretched on the walls. You can still export your final images stretched into 1024x1024 for max quality, as stated above, and they'll be unstretched back when actually being on the walls.

The floor and ceiling are perfect squares. The poster and games have their own specific aspect ratios each.

Extra Settings

You can change your settings to disable objects, games, consoles and/or TVs from spawning at start. This setting will only have effect when loading the Default Room slot.

Change the your custom label resolution for games to increase quality (not recommended) or allow for more games.

You can also hide the baseboard.

Learn how to save your bedroom objects in the Room Saving page.