Difference between revisions of "Customization"

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PNG and JPG images are supported.
 
PNG and JPG images are supported.
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Note: ".jpeg" file extensions won't be loaded. They need to be exactly ".jpg" or ".png" to be detected.
  
 
=== Optional No-Intro Naming ===
 
=== Optional No-Intro Naming ===
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'''You still need to download the images''' and put them in the right subfolders inside "\Custom\", matching your games folders. '''EmuVR won't download any labels automatically.'''
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Still, '''you do need to download your own images''' and put them in the right subfolders inside "\Custom\", matching your games folders. '''EmuVR won't download any labels automatically.'''
  
This feature just allows users to create/download label image packs using that naming convention, without worrying about renaming every image file to match their particular games file names.
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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 ==
 
== Posters ==
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PNG and JPG images are supported.
 
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.
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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 ===
 
=== Advanced texturing: normal, glossiness, roughness, emissive ===
Optionally, you can add normal maps, glossiness or roughness maps, and emissive maps. This is supported only for the wallpaper, the floor and the ceiling textures.
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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 map will take precedence, and the roughness map will be ignored.
+
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 like a "turned off" light: it works the same way a wall projector works. Start with a pitch black image, then add colors in the places you want to be actually glowing. Contrast is key. Check the included examples from your download to learn how to do it.
+
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.
+
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:
 
File naming:
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=== Individual wallpapers for each wall ===
 
=== Individual wallpapers for each wall ===
When using <code>wallpaper.png</code>, your image will be repeated for all four walls.
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When using <code>wallpaper.png</code>, your image will be repeated in all four walls.
  
 
If you want individual textures for each wall, use this naming:
 
If you want individual textures for each wall, use this naming:
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<code>wallpaper_f.png</code> <code>wallpaper_b.png</code> <code>wallpaper_l.png</code> <code>wallpaper_r.png</code>
 
<code>wallpaper_f.png</code> <code>wallpaper_b.png</code> <code>wallpaper_l.png</code> <code>wallpaper_r.png</code>
  
The wall with the window is considered the front wall (_f).
+
The windowed wall considered the front wall (_f).
  
 
You can use matching .txt files the same way, e.g. <code>wallpaper_f.txt</code>
 
You can use matching .txt files the same way, e.g. <code>wallpaper_f.txt</code>
  
You might want to prevent your unique wallpapers to tile, by setting the tiling and offset values to 1 and 0, respectively.
+
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 a custom texture, it will fall back to your usual <code>wallpaper.png</code> file if you have it, or else it will use the default blue color with no textures.
+
If a specific wall doesn't have its own separate custom texture, it will fall back to your usual <code>wallpaper.png</code> 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.:
 
You can also use the same naming pattern for the additional maps explained in the section above, e.g.:
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You can author your images at any resolution, but they'll always be scaled to that size when loaded. For the best quality possible, save them pre-scaled to that resolution, to avoid any aliasing from internal scaling.
 
You can author your images at any resolution, but they'll always be scaled to that size when loaded. For the best quality possible, save them pre-scaled to that resolution, to avoid any aliasing from internal scaling.
  
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 on the walls.
+
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 square. The poster and games have specific aspect ratios each.
+
The floor and ceiling are perfect squares. The poster and games have their own specific aspect ratios each.
  
 
== Extra Settings ==
 
== Extra Settings ==
You can change your [[How To Play#Settings_Menu|Settings]] to prevent objects, games, consoles and/or TVs from spawning at start. This setting will only have effect on the Default Room slot.
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You can change your settings to disable [[Settings#Spawn_Objects_at_Start|objects]], [[Settings#Spawn_Games_at_Start|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 [[Settings#Label_Texture_Resolution|label resolution]] for games to increase quality (not recommended) '''or''' allow for more games.
  
You can also choose to hide the baseboard from the [[How To Play#Settings_Menu|same menu]].
+
You can also [[Settings#Hide_Baseboard|hide the baseboard]].
  
Learn how to save your bedroom objects on [[Room_Saving|Room Saving]].
+
Learn how to save your bedroom objects in the [[Room_Saving|Room Saving]] page.

Revision as of 23:03, 14 May 2020

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 `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.

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 "\Custom\", 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

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 that size when loaded. For the best quality possible, save them pre-scaled to that resolution, to avoid any aliasing from internal scaling.

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.