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Impreza WRX
March 1st, 2005, 06:48
Here are ALL the stock textures for Super Smash Bros., for those that want to high-res it. It is hosted on my personal FTP, a temporary way to get the file. It will only be up to 32 kb/sec, but that's good enough until someone can span it... YOU NEED 7-ZIP TO EXTRACT! Don't worry, 7-Zip is freeware.

http://www.7-zip.org

ftp://wrxas.mine.nu/Roms/SMASH%20BROTHERS.7z

FCMaxi
March 1st, 2005, 10:16
You can also use WinRar to extract those files

Impreza WRX
March 1st, 2005, 14:34
I fixed the FTP after noticing that a couple people couldn't download it...

dragon_rider
March 1st, 2005, 15:42
Smart FTP will not let me download the files. Is the FTP page really necessary? Wouldn't it be easier to post them? If you don't want to, that's fine too.

Impreza WRX
March 1st, 2005, 16:10
The forum limits each file to 2 MB. I just modified my FTP again, and I think I got it now. I had to limit the data ports so ti would fit through the router...

...with the help of the server log it's much easier to fix these problems...

Djipi
March 1st, 2005, 16:36
i would like to make hires texture but i don't know what sofware use to modify original texture to hires texture !!!
There is no tutorial?
What are you doing to modify the texture? what the way to create a hirez texture?
Sorry for my english , french is my language ;-)

MiLO83
March 1st, 2005, 17:46
Use Photoshop or another good graphic program, if the texture's color indexed (_ci) then save the pallete, if not then don't worry about it.
Scale the image up to 400%, I use nearest neighbor scaling to keep the pixel look (1 pixel now = 4 pixels in a square) do something to keep the same look of the old texture, use the blur tool if you want, add some noise maybe, paint it from scratch, whatever you want just make a new texture at 400x the old one.
I've found _ci images don't work if saved in photoshop, so I make the new texture in RGB mode, then when done, I load the original pallette (switch to color indexed mode), dether the image, and copy paste it into MSpaint, save out with that.
- MiLO83

optimus$prime
March 1st, 2005, 20:13
hi there

since i was not able to get the high-res ci texture to work, i started improving the portraits in the ssb menu:


http://members.chello.at/optimusprime/bilder/menue.jpg

the aplha is not perfect yet and i have to find the last part of the texture
what do you think?

ThE MaSTeR 3
March 1st, 2005, 20:17
looks great!

Impreza WRX
March 1st, 2005, 21:04
Excellent. Keep on it!

dragon_rider
March 1st, 2005, 22:31
How can I find them with Smart FTP? I have a connection with the link you provided, but I can't find it (SSB textures) in any of the folders!

Impreza WRX
March 1st, 2005, 22:35
Just download the file using the provided link, because the link links directly to the file on the FTP!

Impreza WRX
March 1st, 2005, 22:47
I updated the server again, noticing people have been using passive mode for transfers. It should work now!

Federelli
March 1st, 2005, 23:56
The first Federelli Retexture Pack for OOT and Master Quest will be available tonight :). 150 textures remade :).

FCMaxi
March 1st, 2005, 23:59
Cool Federelli, I can't wait to get my hands on this :)

Neospy
March 2nd, 2005, 00:36
I dumped a bunch of the textures from banjo-kazooie. I really can't work on them right now so I'll hand them out. The textures include: full intro (I sat through it all), all of the select game menu, Banjo's house, That place before Grunty's castle, some of the castle, most of mumbo's mountain, and the game over screen.

My webhost changed their setup choices so you can't get FTP upload (ARRGH!!) but my main account with them has cpanel and subdomains and FTP. Would anyone get bored typing n64hires.neonet.savefile.com? Well, I guess I could use no-ip's forward things.

>Neospy

FILE IS TOO BIG..... I will put on my new site

Federelli
March 2nd, 2005, 02:30
It's 177 textures remade, i'm currently writing a readme file and uploading the relase, expect a 2mb file.

Rice
March 2nd, 2005, 02:49
Federelli, if you need to upload the file here, you can break it to parts when compressing with winrar.

MiLO83
March 2nd, 2005, 05:36
From my Inbox..


Hello I Cant save my textures with photoshop but I can with paint. I read a helful post by you but IM not smart enough 2 understand it can you walk me threw step by step on changing a _ci texture in photoshop?

-thanks

Yeah alright,
(Took long enough to write may as well post it)


Editing _ci Textures in Photoshop. (Saving in MSpaint). By MiLO83.
-=-=--=-=-=-=-=-=-=-=-=-=-=-=-=-=-

Step 1: Open _ci texture in Photoshop.
Step 2: Open same texture in MSpaint.
Step 3: In Photoshop, on the File Edit Image Layer etc bar:
Choose Image, Mode, Color Table...
Step 4: Now you should see the image's pallette. Click "Save..." and save the pallette somewhere you'll remember.
Step 4: While in the Color Table window with your pallette, if your texture has an alpha mask, change the first color (Top Left) to a color not in the image (Neon Pink Blue or Green) if it has an alpha you will now see it better.
Step 5: On the same bar at the top of the screen, choose "Image" "Image Size..."
Step 6: You should see "Width" with "pixels" in a combo box, make sure "Constrain Proportions" at the bottom of the box is check marked, then click "pixels" and select "percent".
Step 7: Width will now say "100", meaning 100%. Change this to 400 meaning 400%. Height should change too (this is what Constrain Proportions does.)
Step 8: Under Constrain Proportions there is a option called "Resample Image", make sure this is check marked, and change the setting from "Bicubic." to "Nearest Neighbor."
Bicubic just makes everything blurry and will mess up your alpha, don't use it.
Step 9: Click Ok. :canadian:
Now your image is 4x the resolution.
Step 10: On the same bar at the top with File Edit Image etc, click Image, Mode, RGB Color.
This will convert your image to RGB Color so you can use smear and blur, as well as other filters.
IMPORTANT: Only use the colors in the original textures pallette. By this I mean if it uses a greenscale pallette dont use red in your texture because when you convert it back to Color Indexed later it will look messed and be green instead at best.
If the pallette had a few greens you can use a green gradient and it will be dithered later. (You'll see, for your first try if you dont understand just stick to the base colors that are in the texture.)
Step 11: Before you change the texture at all, use the magic want tool to select ONLY the alpha.
On my Photoshop it is 2 down on the right on the toolbar. You can also press W on your keyboard to get it. At the top under the same old menu bar, you should see "Tolerance", set this to "0" and click on the alpha color in your texture. If the image has no alpha paint away and skip to step 13.

MiLO83
March 2nd, 2005, 05:37
Step 12: With your Alpha selected, Ctrl-C and Ctrl-V to copy and paste it to a new layer. The reason you are doing this is because if you smudge it you'll get an outline around your non-masked image in the next closest color on saving.
Keep this layer on top of the others, and make sure you dont paint in it.
Step 12: Paint away, do your business. As you are working you may want to change your alpha to either smooth it out (Right now its blocky) or change the shape all together. MAKE SURE YOU DO THIS WITH THE PENCIL TOOL. Sorry about the caps, but your alpha has to be 100% Opacity solid the color you picked. Don't blur it. The paintbrush tool will anti-alias it and that will make an outline like bad bluescreening. Same goes for the eraser tool, dont use it on the alpha mask, instead use the selection tool of your choice, and hit the delete key on your keyboard to clear pixels of the mask.
Step 13: Now your texture is done. Save it as a PSD. (Photoshop Format Image) This will keep your layers incase you want to change something later.
Usually if I use the "Add Noise" filter, I save my PSD, Flatten Layers, and then "Add Noise" to top it off before step 14 so I can change things easier later.
Step 14: Done? Ok, On the top bar choose Image, Mode, "Indexed Color..."
Step 15: Your image may now be completely the wrong colors. This is why we saved the old pallette.
Where it says "Pallette" change it to the option "Custom..." and click Load. Load the pallette you saved earlier, if you have no alpha mask click ok and go to step 16, if you have an alpha mask change the first color you changed before to your alpha color. (If you can't see it it's because Preview is checked, to solve this click "ok" then un-check "Preview" and choose "Pallette" "Custom..." again to see your pallette.
Click the first color, and click the alpha color in your image.
-----------------
Step 16: Now things should look atleast half way close to right. If you used colors that werent in the pallette than you need to learn to listen.
Step 17: At the bottom of the "Indexed Color" window you should see "Dither" with options. I use "Diffusion", Play with the "Amount" untill your image looks right, then click "Ok". If it looks wrong, cancel, undo undo undo and fix it. :paperbag:
Step 17b: If you have an alpha mask, from the top bar choose Image, Mode, Color Table..., and load the pallette again this time not changing the first color to your alpha color. This gives your image its true alpha color again.
Step 18: Select your entire image and Ctrl-C to copy it. (Or use Edit, Copy, from the top bar)
Step 19: Paste it in MSpaint over the old texture.
(Ctrl-v or Edit, Paste)
Step 20: Save it in the Hi-Res folder under the game title.

Ahhhhhh....
The reason why we do this the long way is because if you copy an RGB image into a color indexed image in MSpaint it looks like crap. Photoshop's dithering makes your image more flexable to gradients and colors which aren't in the _ci pallette.
Try it both ways if you don't believe me. :homestar:

Phew theres an hour of my time. Let me know if you find this helpfull.
(Comments, Revisions welcome)

- MiLO83 :santa:

_pm_
March 2nd, 2005, 05:38
Corrected Mario64's numbers.

http://www.emutalk.net/showthread.php?t=15546&page=17&pp=15

Rice
March 2nd, 2005, 05:58
I really think the texture topic threads should be better organized, and should be put into a sub-forum group or something like that. Otherwise, we will lose of tracking very soon.

SubDrag
March 2nd, 2005, 06:06
...by game

Impreza WRX
March 2nd, 2005, 06:30
If you want to download the stock SSB textures, do NOT use Passive FTP mode. It will not work in Passive mode, but it will work without it...

MuhMuh
March 3rd, 2005, 13:52
Help!
I'm new here and i'm trying to make some hi-rez textures.
I want to remake the houses in Kokiri Village, but i can't get the textures (bmps) to run.
Can anybody tell me what i've done wrong?
(and why is there a black line ôo i didn't make one)
And sorry for my english, i'm german.

Federelli
March 3rd, 2005, 17:37
Rice, in OpenGL, the plugin forces bilinear mode. I can't change beetween linear an bilinear :(.

Rice
March 3rd, 2005, 18:04
I don't get it. How can you tell which mode is used?

Btw, linear = bilinear.

Two modes you can force are nearest or linear.

Federelli
March 3rd, 2005, 20:06
I mean that billinear filtering is used, and i can't force "nearest" :)

MuhMuh
March 4th, 2005, 09:39
Can't somebody help me?
When i try to use them, that is what i get:

Danetsky
March 5th, 2005, 13:22
I have to say this is nice job, but is it possible to add bump-map support too, or somekind shader texture like water surfaces. it would be cool.

ShizZy
March 14th, 2005, 20:50
What would really be interesting would be an optional normal map for dot product bump mapping, or simply just a detail map. It would be too cost efficient (and probably not even possible with the N64) to get the bump mapping to react to the dynamic lights, but directional lighting is certainly possible (and without using pixel shaders).

If done right, that would make old games really shine.

KMan
March 15th, 2005, 07:41
Can't somebody help me?
When i try to use them, that is what i get:

I'm having that problem with color index images with less than 256 colors in it's table. I had to go into paint shop pro and load in the original images color table and then save. Then it came out fine. It seems that Photoshop has problems with this.

Hope this helps.

Federelli
March 15th, 2005, 18:30
Indeed, i can't get photoshop to force the 47 color palette (for example), once i've edited a texture :(.

_pm_
March 15th, 2005, 20:02
Indeed, i can't get photoshop to force the 47 color palette (for example), once i've edited a texture :(.
Use the "copy-to-paint" method I mentioned in the SSB thread (yes, it's pretty annoying but it's a workaround anyways).

Btw, I recommend using Paint Shop Pro for ci textures. You can work with palettes without such problems.

Federelli
March 16th, 2005, 03:23
Indeed it's nice using paint, but it's also nice for the software you pay for to work as it should :).

_pm_
March 16th, 2005, 03:39
Indeed it's nice using paint, but it's also nice for the software you pay for to work as it should :).
Good point, although it's not very nice for me using paint for retexturing, hehe :) I wonder why the PhotoShop developers didn't "consider" adding better palette support for color-indexed image formats.

JttL
March 21st, 2005, 21:33
Photoshop itself doesn't have good palette support, but if you need to work with paletted pictures use ImageReady ( comes with Photoshop CS ). It's very much like photoshop but tool palettes are a bit different and elsewhere than them used to be in Photoshop. It's takes few hours to get used to it but I can promes it will do what you need.

GrumblyStuff
March 23rd, 2005, 06:07
OMGOMGOMGOMGOMG

I <3 U ALL

^_^

Now if only Zophar (http://www.zophar.net/) would make an texture pack archive like it has for all the game music and whatnots....

xamenus
April 10th, 2005, 18:50
Shouldn't priority in emulation be towards emulation accuracy? Emulation is about preserving games and playing them exactly (or as closely as possible) as the real console would, not re-making them. A "re-made" N64 game being played on an emulator is not nostalgic and isn't faithful to the idea of remembering past experiences of gaming on the real system.

I, for one, don't agree with this hi-res stuff being prioritized, since my N64 is not hi-res. Not to shoot down anyone's ideas, but accuracy should come first, hi-res second. Not the other way around. Just my two cents.

Trotterwatch
April 10th, 2005, 19:02
Emulation is about preserving games and playing them exactly (or as closely as possible) as the real console would, not re-making them

Emulation is what the authors and users want it to be. MAME takes the documenting hardware route very seriously. N64 emulation has that, but you've got to realise the authors may want to have fun doing something else than bashing their heads against brick walls to solve an issue.

You can guarantee that the authors will not let bettering their plugins be sidetracked by frivolities such as this. At the moment people enjoy this, much as I've noted (http://www.emutalk.net/showthread.php?t=26490) you enjoy using filters in Snes emulation etc (remember the filters were not on the actual machine).

If you want the actual experience, go out and buy a 2nd hand console with the game of your choice.

Maybe some of this frustration comes down to the textures maybe not looking the best on your card eh?

xamenus
April 10th, 2005, 20:09
Emulation is what the authors and users want it to be.True, the authors and users can make it go where they want. But I still think it's unfortunate when emulation becomes just a big "hack". ;)
MAME takes the documenting hardware route very seriously. N64 emulation has that, but you've got to realise the authors may want to have fun doing something else than bashing their heads against brick walls to solve an issue. I guess you have a point. And plus, at least hi-res isn't "enabled by default". :)


I've noted (http://www.emutalk.net/showthread.php?t=26490) you enjoy using filters in Snes emulation etc (remember the filters were not on the actual machine).Actually, I never said that I like filters in that post. On the contrary... (http://www.emutalk.net/showpost.php?p=210187&postcount=7)



Maybe some of this frustration comes down to the textures maybe not looking the best on your card eh?I do realize that I don't have a top-notch card for N64 emulation, but I can accept that. :P Jabo's and Glide64+eVoodoo are IMO sufficient for gameplay. :)

_pm_
April 10th, 2005, 21:43
Shouldn't priority in emulation be towards emulation accuracy?
...
But I still think it's unfortunate when emulation becomes just a big "hack".
If it wasn't a "big hack", the system specs would be really high. For example, video would be probably emulated 100% in software mode for a close-to-perfection emulation (and to make it look exactly on every computer, without depending on your video card 3d capabilities), like the MAME Team is doing with their emu. This way, video compatibility is almost perfect, but it is also extremelly slow (I mean, for 3d games). And I don't think anybody here wants that.
Btw, I don't think the term "big hack" is appropiate, I think it's offensive. :plain:

hizoka10
April 11th, 2005, 14:00
Hi rice,
Thanks a lot for implementing ciByRGBA textures. It relly helps and look really better.
Would it be possible to reintroduce texture updating while switching windowed/fullscreen, because it really was simplifying textures test step and was allowing 16x textures and, as you can see on my screenshots some 4x textures are allways a bit blur.
On other screenshot (with red ellipse), you can notice that there is a little texture placement problem that cause floating part cause the texture start to repeat itself near transparent part. It doen't appear on Jabo's plug-in so it should not be game's bug.

neo64
April 11th, 2005, 14:16
Would't detail-texturing be possible? Perhaps this can be added to the plugin by attaching another string to the hires-texture-files referencing to the appropriate detail texture.....

Mojo Man!!!
April 11th, 2005, 20:17
This process allows you to replace textures with new ones up to 1024x1024 in directx and larger in ogl. The first step is to take a 4x resize of the texture and copy it. Then take that copy and edit it how you like at any resolution. Then rename the 4x texture to something like 4xLegend of Zelda... Then rename your new texture to that of the 4x one. Here is a picture of grass in LOZ:OOT scaled from 32x32 to 1024x1024 :P

THIS ONLY WORKS IN RICE 6.1.1 or older!

hizoka10
April 12th, 2005, 22:53
Thanks for your trick but it was what I was talking about (when switching windowed/fullscreen mode), but I can't have it working with beta 10, and even with older versions, each time you want to have textures greater than 4x you must load 4x versions before and then change those 4x with 16x textures and it's a bit borring when playing.

Federelli
April 13th, 2005, 02:31
Anyway, more than 4x for every single texture is overkill, you'd end up using a bunch of 1Kx1K textures, which would kill your vid.

_pm_
April 13th, 2005, 03:45
...Here is a picture of grass in LOZ:OOT scaled from 32x32 to 1024x1024 :P
Sorry to say, but I don't think that using 32X textures (32x32=1024) is a good idea, using probably one or two 32x textures may be fine, but, as Federelli said, a bunch of textures would EAT your video card memory. :plain:

Second, I think Rice corrected the new betas to avoid that "more-than-4x" workaround, and to prevent a "more-than-4x-mania" in the texture packs for textures which actually don't deserve too much "detail".

And last but not least, the DirectX renderer doesn't handle correctly textures with more that 1024 pixels wide/high.

Mojo Man!!!
April 13th, 2005, 04:22
Have you tried it? It works fine with my Geforce 4ti 128MB.
I didn't say that you should use 32x textures for everything I just wanted to show what it would look like and to say that for some textures (like grass) 4x in my opinion isn't enough.

Kolano
April 13th, 2005, 04:37
I still feel that limiting texture size should be up to the texture authors, rather than forcing only 4x. 4x is simply not enough resolution for many textures, and with 256m+ video cards availible these large textures will certainly NOT be a big issue. Moreover if they are it is certainly up to the user to not use them.

_pm_
April 13th, 2005, 05:37
I still feel that limiting texture size should be up to the texture authors, rather than forcing only 4x. 4x is simply not enough resolution for many textures, and with 256m+ video cards availible these large textures will certainly NOT be a big issue. Moreover if they are it is certainly up to the user to not use them.
I agree with you. For example, I figured that 4X is not enough for games like Diddy Kong Racing, in which many textures are applied over really big surfaces, and the 4X textures "improvements" are only appreciated from mid to far distances. I wonder how would it look with, for example, 8x textures. I also wonder how would detail texturing work.

Anyways, as a suggestion, I think everyone should consider which textures deserve bigger sizes, instead of making all of them 1000x because your 1EB video card has enough memory for them. On the other side (if Rice decides to add "more-than-4x" support), an extra option in the plugin to automatically downsize textures would probably help :)

hizoka10
April 13th, 2005, 21:11
One other thing would be to not enhancing those games not only for today and redo all in 2 or 4 years but. And with this option to rounddown texture it's not a problem for those who only have 32mb (personnaly I've got 64mb and all levels in mario with 8x textures where very smooth)

prankster959
April 15th, 2005, 04:07
Wow, N64 emulation sure has come a long way. The last time I came to this site was Christmas, and all of the sudden PJ 1.6 comes out, Rice's new texture plug in comes out and suddenly games are looking even better than they did originally. Keep it up team.