Duimon - HSM Mega Bezel Graphics and Presets - Feedback and Updates

I think i’m suffering from Stendhal Syndrome since I’ve seen the final results of NDS and 3DS :star_struck: can’t wait to try it!

@Duimon @HyperspaceMadness Congratulations artists!!! and thanks again for sharing it for everyone’s enjoyment! :bowing_man: :bowing_man: :bowing_man:

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Since image editors are much easier to use than Illustrator, I have created Decal Layer templates for the NDS & 3DS Advanced graphics. They are in the source repo. (i.e. “3DS_Advanced_Decal.psd”) They contain a color fill adjustment at 80% opacity. By selecting a color for the layer and saving a new PNG it is possible to change the color of the buttons. :grin:

While not as easy as parameter changes it does make it less painful.

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Thank you very kind Duimon, as soon as I can I will try it.

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OK folks Here’s some news.

@HyperspaceMadness and I have been having some discussion in private. Our main focus has been finding a way to make it easy to change the base HSM preset reference in my presets to any of the other core HSM base presets, (Those in HSM’s “Base_CRT_Presets” folder.)

Over the next couple of days I will be reworking my presets to eliminate the middle part of the nesting, (Those found in “shaders-slang/Duimon”.) in favor of direct references to HSM’s core presets.

HSM has committed to working with me if there are any default parameters that need to be changed to make this work.

What this means is that by the weekend (Fingers crossed.) you will need to download the presets again. Please keep experimenting with my current presets, the functionality will be the same. If you have any core, game, or content directory presets that reference mine, they will probably still work.

My apologies if any of them break. :frowning_face:

In the end we should wind up having something that is almost plug and play.

Personally I think we are on the verge of something revolutionary, but I may be a little bias. :innocent:

So… I will be up to my elbows in text editing instead of graphics editing. :crazy_face: Wish me luck.

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Good luck and great work, both of you @Duimon and @HyperspaceMadness.

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Good luck!! I’m sure both of you working together the result will be even more spectacular! :drooling_face:

Take your time and enjoy the process!!

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finaly back home after 1 month and half…wonderfull job perfect arboressence juste awesome as usual! thank you! @Duimon

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Good luck to you both, I think everything will be better from now on.

Thanks for all the work and effort. :+1: :+1:

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Hi Duimon,

Impossible to load gameboy advanced shader. Lack this file : Gameboy_Gel.png

Where can i download ? Impossible to find it in your Logo or Logo_advanced folder.

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I must have forgotten to upload it. I will do so once I am in front of my computer.

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OK. I had the file named incorrectly. :frowning_face: It is fixed.

Keep in mind that I have this GEL layer and a bunch of LCD-GRID Pixel color options tweaked to imitate the Game Boy green screen. I think it looks as good or better than any of Gambatte’s built-in palettes. You may disagree. :grin:

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Hello Duimon ,

Is it possible that I use your bezels by adapting them for Batocera ?

Batocera is an open source retrogaming O.S like Retropie.

https://batocera.org/

I thank you in advance, you do a fantastic job.

@akuma22 How did you change it to yellow?

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Welcome to the conversation! :smile:

The Advanced version of this preset has HSV (Hue, Saturation, & Brightness/Value parameters.) for the Bezel Image Layer. In this case the body and buttons of the handheld use this layer. (Some controls and other details use different layers.) This allows you to change the color of the handhelds main body using only shader parameters. :grin:

The buttons are also duplicated in gray using the Decal Layer. By default it is hidden, but can be revealed by increasing the opacity using shader parameters. This will let you shade the buttons or turn them completely gray. (Like the buttons in the Standard preset.)

When @HyperspaceMadness included this HSV, we had in mind handhelds that came in different colors but I have used it also on the Advanced version of the SEGA Naomi graphic.

It is one of my favorite features. :wink:

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Yes you can, I do them ^^ Batocera dev 31 x64, it works well, I don’t know how it works on an rpi4 or other but on my retrogaming PC with an i7 6700k and a 1080ti no problem ^^ sorry for my english, it’s google translation: p

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If you aren’t aware, I release standard Retroarch overlays of most of my graphics. (I use a bezel that is a clone of the shader generated bezel.

I use them on Batocera myself. (On my ODROID XU4) I have a pre-configured decorations theme set up if you would like me to put it in my repo. (They are 1920 x1080 and include 43 systems. The included WonderSwan pair are from my previous raster graphics and will be updated when I add them to this collection.)

In any case, all my graphics are open source. You may use them, and the source, in any way you see fit. :grin:

Edit: I have added the decoration theme to my “Misc-Overlays-Borders-Bezels” repo, in a Batocera folder.

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I have successfully converted all my presets to eliminate the middle nesting. :partying_face:

Hopefully @HyperspaceMadness is spending some quality time with his family. He is doing some work on the defaults in the shaders to make changing references as clean as possible. Knowing him, he probably has a few surprises in store for us also. :wink:

From my tests, if you are just using my presets you shouldn’t notice any changes. If you have done some customizing, either creating your own or using mine, there is a chance you may have to fix something. :slightly_frowning_face:


Here’s a peek at my Ikegami TM20 PVM WIP.

It will never be perfect because of the liberties I took to make it the same size (At least real close. :wink:) as the default generated bezel. On this one I use rack mounts to increase the width. Setup is also a bit more work because the bezel is the same color as the chassis. (I think we can get the same look using multiply blending and some opacity adjustment, I will do some testing. I am using this method on some handhelds.)

Keep in mind that the red color is to enable easier HSV calculation for the Bezel Image Layer.

It is really a shame that we can’t somehow get closer to the panel. There are some really cool details.

Anyways… there is still a lot of work to do. Just thought I’d show what I was working on. I am also spending some time adding the missing Advanced presets.

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Mother of God I do not know where we are going to get with so much realism, it looks incredible.

Duimon you do nothing but surpass you, I already run out of praise :smile:

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Thank you. I think it’s pretty cool too. :innocent:

I separated the layers and assembled the Advanced preset. For this shot, I used the HSV parameters to change the chassis color.

As you can see, I have added the logo plate and the tally light. I am toying with changing the rack mount handle and rivets to a lighter metal for some contrast. I have it split, left to right here.

I may have to figure out something with the tally light window, I think it should show up more at night. I also have to create the adjustable drop shadow layer.

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I think the solution to my tally light is here.

sms

sms2

The LED from my SEGA Master System graphic.

Problem is, it’s been so long I can’t remember how I did it. :rofl: Looks like I’ll be taking a look at my source. :grin:

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