Better Rayman 3

Discuss tools to aid in the modification and running of Rayman games.

Moderator: Modding and utilities team

Forum rules
Please keep the forum rules and guidelines in mind when creating or replying to a topic.
Imco
Holly Luya
Posts: 9584
Joined: Sat Oct 23, 2010 3:16 pm
Location: Somewhere only we know
Contact:
Tings: 123540

Re: Rayman 3: Widescreen Patch

Post by Imco »

saerleiya wrote: It seems to work okay for me. I'm missing half textures while playing, but it is probably due to my setup or something: it also happened to Rayman Arena as I tried to play the game a few months ago.
I think, in the ubi.ini you have TnL set to 1, change TnL=1 to TnL=0 and you should be good to go.
RibShark
Ninja Teensy
Posts: 1661
Joined: Wed Aug 14, 2013 8:03 pm
Contact:
Tings: 3292

Re: Rayman 3: Widescreen Patch

Post by RibShark »

emshomar wrote:Hey Rib, I don't wanna annoy or something... but I kinda discovered how to fix the cutscenes issue just myself. It's simple: The original bink files are all rendered at 320x400. I simple rerendered one clip at 360x400 and boom: I see it :D
Only thing I am still working around is, that the Audio track cannot be detected somewhy.

EDIT: Jup got that worked around too, Sound Track IDS is 2.
OMG really? I tried that and the files simply failed to play. Thanks! I'll quickly try to implement this and release an update.
OCG
The Captain
Posts: 18569
Joined: Sat May 11, 2013 9:24 am
Location: RPC Pirate Ship
Contact:
Tings: 9905

Re: Rayman 3: Widescreen Patch

Post by OCG »

Hell yeah! OMG if this really works, we will finally have TRUE DEFINITIVE Rayman 3 version :D
Adsolution
Holly Luya
Posts: 22233
Joined: Sat Aug 22, 2009 4:55 pm
Contact:
Tings: 110541

Re: Rayman 3: Widescreen Patch

Post by Adsolution »

emshomar wrote:Hey Rib, I don't wanna annoy or something... but I kinda discovered how to fix the cutscenes issue just myself. It's simple: The original bink files are all rendered at 320x400. I simple rerendered one clip at 360x400 and boom: I see it :D
Only thing I am still working around is, that the Audio track cannot be detected somewhy.

EDIT: Jup got that worked around too, Sound Track IDS is 2.
Changing the cutscene resolution causes the audio track to break? It works when using the normal widescreen method even if you can't see it.
RibShark
Ninja Teensy
Posts: 1661
Joined: Wed Aug 14, 2013 8:03 pm
Contact:
Tings: 3292

Re: Rayman 3: Widescreen Patch

Post by RibShark »

Adsolution wrote:
emshomar wrote:Hey Rib, I don't wanna annoy or something... but I kinda discovered how to fix the cutscenes issue just myself. It's simple: The original bink files are all rendered at 320x400. I simple rerendered one clip at 360x400 and boom: I see it :D
Only thing I am still working around is, that the Audio track cannot be detected somewhy.

EDIT: Jup got that worked around too, Sound Track IDS is 2.
Changing the cutscene resolution causes the audio track to break? It works when using the normal widescreen method even if you can't see it.
Nope, it's just because the bink files have the audio in track 2 for some reason. All you have to do is make sure the audio stays there when converting the files.
Snagglebee
Teen Punk
Posts: 11795
Joined: Tue Jan 08, 2013 6:22 pm
Location: Yes
Tings: 2770

Re: Rayman 3: Widescreen Patch

Post by Snagglebee »

For some reason I simply cannot get the audio track to run even when placed on Track 2, because appearently the original files do have an older sound format while the converter compresses the audio into a new format which appearently doesn't work in Rayman 3.
OCG
The Captain
Posts: 18569
Joined: Sat May 11, 2013 9:24 am
Location: RPC Pirate Ship
Contact:
Tings: 9905

Re: Rayman 3: Widescreen Patch

Post by OCG »

RibShark, I have a small optional request if you could do it. Could you also provide stretched cutscenes to 1920x1080 resolution in Widescreen patch so that people can choose if they want stretched cutscenes or download regular converted one?
RibShark
Ninja Teensy
Posts: 1661
Joined: Wed Aug 14, 2013 8:03 pm
Contact:
Tings: 3292

Re: Rayman 3: Widescreen Patch

Post by RibShark »

I'll get round to it eventually, OCG. On the bright side of things I have definitely found a fix for the audio issues.

EDIT: Actually, the cutscenes stretch automatically, so they won't need to be converted to to that.
Snagglebee
Teen Punk
Posts: 11795
Joined: Tue Jan 08, 2013 6:22 pm
Location: Yes
Tings: 2770

Re: Rayman 3: Widescreen Patch

Post by Snagglebee »

RibShark wrote:I'll get round to it eventually, OCG. On the bright side of things I have definitely found a fix for the audio issues.
That's great to see! So we can expect an update within a couple days? :)
RibShark
Ninja Teensy
Posts: 1661
Joined: Wed Aug 14, 2013 8:03 pm
Contact:
Tings: 3292

Re: Rayman 3: Widescreen Patch

Post by RibShark »

emshomar wrote: That's great to see! So we can expect an update within a couple days? :)
I would say so. But don't forget it is thanks to you that we know how to get the cutscenes to show. (Maybe soon I could replace them with the high quality ones found in the HD version).
saerleiya
The First King
Posts: 8093
Joined: Tue Aug 07, 2012 3:01 pm
Tings: 5782

Re: Rayman 3: Widescreen Patch

Post by saerleiya »

Imco97 wrote:
saerleiya wrote: It seems to work okay for me. I'm missing half textures while playing, but it is probably due to my setup or something: it also happened to Rayman Arena as I tried to play the game a few months ago.
I think, in the ubi.ini you have TnL set to 1, change TnL=1 to TnL=0 and you should be good to go.
I did that. It crashed. It crashes every time I'm trying.

I uninstalled the game, reinstalled it, did everything as Rib said. I even restarted my laptop. Still the same:
- TnL=1: Everything is fine, but half textures are missing. Like I said before, I got the exact same issue with Rayman Arena. It seems my antivirus is blocking something maybe. I should try with it turned off.
- TnL=0: Game crashes right after the Ubisoft cutscene (it crashes while the static logo is appearing, so when the resolution would work).

Unless it's my antivirus, here are a few of my specs:
- OS: W8.1.
- GPU: Nvidia GeForce GTX 765M.

Seriously, f*** it :/.
OCG
The Captain
Posts: 18569
Joined: Sat May 11, 2013 9:24 am
Location: RPC Pirate Ship
Contact:
Tings: 9905

Re: Rayman 3: Widescreen Patch

Post by OCG »

I am willing to bet that Windows 8 itself is causing the issue.
Imco
Holly Luya
Posts: 9584
Joined: Sat Oct 23, 2010 3:16 pm
Location: Somewhere only we know
Contact:
Tings: 123540

Re: Rayman 3: Widescreen Patch

Post by Imco »

OldClassicGamer wrote:I am willing to bet that Windows 8 itself is causing the issue.
I am willing to bet it's not. I'm using Windows 8.1 as well, and it works perfectly fine :)
OCG
The Captain
Posts: 18569
Joined: Sat May 11, 2013 9:24 am
Location: RPC Pirate Ship
Contact:
Tings: 9905

Re: Rayman 3: Widescreen Patch

Post by OCG »

Damn, Windows 8 is spreading like cancer on people's PC's. I keep seeing more and more people using it :\
PluMGMK
Annetta Fish
Posts: 40508
Joined: Fri Jul 31, 2009 9:00 pm
Location: https://www.youtube.com/watch?v=cErgMJSgpv0
Contact:
Tings: 136606

Re: Rayman 3: Widescreen Patch

Post by PluMGMK »

That's kind of normal for the newest version of Windows at any given point in time. :P
I'm no fan either, but it's the reality. :/
Master
Rayman 1
Posts: 53542
Joined: Sun Aug 21, 2011 10:14 am
Location: Somewhere specific, I'd assume.
Tings: 468310

Re: Rayman 3: Widescreen Patch

Post by Master »

Considering that Win 7 has stopped being supplied last month, Win 8 is going to take over at some point or another. Using Classic Shell on mine makes the experience far more manageable. Looking forward, WinX does a nice job in combining the live tiles from the start screen, and the classic start menu. One can only hope that these changes are due to MS getting the hint.

As for Sae's issue, I recall not being able to force 1080p on R3 prior to using Ribshark's patch, it behaved properly once I had it in place. Here's my ubi.ini file for comparison:

Code: Select all

[Rayman3]
Gli_Mode=1 - 1920 x 1080 x 32
Adapter=0
TnL=1
TriLinear=1
Identifier=D7B78E66-4956-11CF-2979-0718B6C2C735
DynamicShadows=1
StaticShadows=1
Video_BPP=32
Video_WantedQuality=2
Video_AutoAdjustQuality=1
Camera_VerticalAxis=5
Camera_HorizontalAxis=2
VignettesFile=Vignette.cnt
TexturesQuality=16
TexturesCompressed=0
Language=English
[Rayman Arena]
Video_WantedQuality=0
Video_RealQuality=0
Video_BPP=32
Video_AutoAdjustQuality=1
EDIT: Right, I dug back even further, I believe this was what Ribshark recommended to me when I was having problems initially, see if it helps you too:
RibShark wrote:
Master wrote:Hmm, why bother looking for screenshots, when you can make your own? Use R3's screenshot tool, and an external one like FRAPs, once you've got a nice image, take a screenshot with the ingame tool. In the second where the HUD disappears, use the external tool. That's how I've been able to get those higher resolution images on the Wiki.

Speaking of R3's visuals, does anyone have any suggestions for this problem I have? I've done the tnl thing, so this is something different:
Master wrote:Hmm, need a bit of help here, I've been trying to get Rayman 3 to behave itself, but I'm getting visual glitches: http://cloud-4.steampowered.com/ugc/521 ... 25F88ADED/

Tnl is off, so why that's happening, I'm not sure.
This happens on some graphics cards. Try running the game with 3D Analyzer and change some of the options (Use Software TnL might help, but you might have to reenable TnL in Ubi.ini).
saerleiya
The First King
Posts: 8093
Joined: Tue Aug 07, 2012 3:01 pm
Tings: 5782

Re: Rayman 3: Widescreen Patch

Post by saerleiya »

Mmh according to many websites, textures issue seems to be related to Intel HD Graphics. I tried to do as advised (run vertex processing as software in 3D sttings, blablabla...).

Yup, because R3 is using integrated graphic card to run, and it is an Intel HD Graphics 4600. So yeah, it is not linked to the fucking OS (it was working on my last laptop which was under W7 and it was working very well, period).

I'll try to follow Master's settings, but I don't know if it will be better (I don't have Static/Dynamic Shadows on for example).
Master
Rayman 1
Posts: 53542
Joined: Sun Aug 21, 2011 10:14 am
Location: Somewhere specific, I'd assume.
Tings: 468310

Re: Rayman 3: Widescreen Patch

Post by Master »

Hmm, I've forced Rayman 3 to use the GT 840M on mine, useful if you want an extra kick.

As for 3D Analyse, when you're in there enable software TnL as Ribshark recommended, I believe that did the trick for me.
saerleiya
The First King
Posts: 8093
Joined: Tue Aug 07, 2012 3:01 pm
Tings: 5782

Re: Rayman 3: Widescreen Patch

Post by saerleiya »

Master wrote:Hmm, I've forced Rayman 3 to use the GT 840M on mine, useful if you want an extra kick.
How did you force that? Only the integrated GPU is available for me :o.

EDIT: Forget about it...it works! Seems the issue was coming from the quality of the textures: it's only working in 16 bits. The game crashes for 32 bits, which is...awkward.
Master
Rayman 1
Posts: 53542
Joined: Sun Aug 21, 2011 10:14 am
Location: Somewhere specific, I'd assume.
Tings: 468310

Re: Rayman 3: Widescreen Patch

Post by Master »

It was in the dropdown menu for me:
Image
Post Reply