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Re: Rayman 3: Widescreen Patch
Posted: Sat Nov 01, 2014 7:53 pm
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.
Re: Rayman 3: Widescreen Patch
Posted: Sat Nov 01, 2014 8:04 pm
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

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.
Re: Rayman 3: Widescreen Patch
Posted: Sat Nov 01, 2014 8:36 pm
by OCG
Hell yeah! OMG if this really works, we will finally have TRUE DEFINITIVE Rayman 3 version

Re: Rayman 3: Widescreen Patch
Posted: Sat Nov 01, 2014 8:51 pm
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

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.
Re: Rayman 3: Widescreen Patch
Posted: Sat Nov 01, 2014 8:54 pm
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

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.
Re: Rayman 3: Widescreen Patch
Posted: Sat Nov 01, 2014 9:06 pm
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.
Re: Rayman 3: Widescreen Patch
Posted: Sat Nov 01, 2014 9:40 pm
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?
Re: Rayman 3: Widescreen Patch
Posted: Sat Nov 01, 2014 10:09 pm
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.
Re: Rayman 3: Widescreen Patch
Posted: Sat Nov 01, 2014 10:17 pm
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?

Re: Rayman 3: Widescreen Patch
Posted: Sat Nov 01, 2014 10:25 pm
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).
Re: Rayman 3: Widescreen Patch
Posted: Sun Nov 02, 2014 12:06 am
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 :/.
Re: Rayman 3: Widescreen Patch
Posted: Sun Nov 02, 2014 12:09 am
by OCG
I am willing to bet that Windows 8 itself is causing the issue.
Re: Rayman 3: Widescreen Patch
Posted: Sun Nov 02, 2014 12:10 am
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

Re: Rayman 3: Widescreen Patch
Posted: Sun Nov 02, 2014 12:15 am
by OCG
Damn, Windows 8 is spreading like cancer on people's PC's. I keep seeing more and more people using it :\
Re: Rayman 3: Widescreen Patch
Posted: Sun Nov 02, 2014 12:21 am
by PluMGMK
That's kind of normal for the newest version of Windows at any given point in time.

I'm no fan either, but it's the reality. :/
Re: Rayman 3: Widescreen Patch
Posted: Sun Nov 02, 2014 12:38 am
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:
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).
Re: Rayman 3: Widescreen Patch
Posted: Sun Nov 02, 2014 12:45 am
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).
Re: Rayman 3: Widescreen Patch
Posted: Sun Nov 02, 2014 12:53 am
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.
Re: Rayman 3: Widescreen Patch
Posted: Sun Nov 02, 2014 12:56 am
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

.
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.
Re: Rayman 3: Widescreen Patch
Posted: Sun Nov 02, 2014 1:03 am
by Master
It was in the dropdown menu for me:
