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hurleybird
August 9th, 2003, 21:27
Ok, this could be a bit hard to do, but could make many old n64 games BEUTIFUL. If anyone here has ever tried Jdoom you would probably know that jdoom has the ability to load high-res textures if they are put in a certain directory. If the high-res texture has the same name as the normal version it is loaded instead. So in other words, if this were to be implemented you would a directory called textures in your 1964 directoy. That directory could have different directories which would be the same name as the rom which they are used for. Then you would need support to load user made textures from that directory. Another thing Jdoom supports is detail texturing (putting a tiled, scaled, grayscale, semi-transparant image over top of the original texture) which could be implemented in the same way, possibly by adding something like -d at the end of the file name. This could potentially make our old N64 roms have graphics comparable to modern video games. Would be cool, no?

The Khan Artist
August 9th, 2003, 21:41
I think the high-res textures, at least, would be possible. Just calculate the CRC32/MD5/SHA1 hash of the texture before uploading it to the card, see if there was a replacement texture (the hash would be the filename in the texture pack), and use the replacement. I'm sure there are other things you have to change if you alter the size of the texture, but I don't think it would be impossible.

Tagrineth
August 10th, 2003, 03:32
Detail textures wouldn't be realistic, though... most N64 games don't even use multitexturing. It could have some... weird results on performance, and adding an extra texture stage could break some games if it isn't done carefully.

The Khan Artist
August 10th, 2003, 18:32
Why would it screw with the performance? For all the game would know, it is using the original texture. And this wouldn't be adding additional texture, it would be replacing old ones.

Or am I missing something blidingly obvious?

Remote
August 10th, 2003, 18:39
Sound like a lot of work, and what's the point of making old games new? Kind of removes the retro value and feeling.

Could someone in the know give a couple of cents on this?

hurleybird
August 10th, 2003, 21:45
Sound like a lot of work, and what's the point of making old games new? Kind of removes the retro value and feeling.

Could someone in the know give a couple of cents on this?

Old games are funner when you add new media and mod the graphical hell out of them. My Doom folder is over a gigabyte (!) and in some ways looks better than many modern games :cool:

mightyrocket
August 10th, 2003, 21:56
I love Quake 1 + tenebrae + hi-res textures. The graphics are really wonderful and are looking waaay better than the normal games. It should be quite awesome if we could start a project to give the really old games (like elite 2 and stunts) new graphics.

Tagrineth
August 11th, 2003, 00:06
Why would it screw with the performance? For all the game would know, it is using the original texture. And this wouldn't be adding additional texture, it would be replacing old ones.

Or am I missing something blidingly obvious?

Well, for one, the game could check on results.

Also unpredictable performance issues COULD arise depending on the game.

I'm not saying it's a guaranteed thing, but I'll believe it's that simple when I see it done.

It all depends on how high level the rasterisation is, I suppose.

mightyrocket
August 11th, 2003, 09:11
There must be a way to optimize the games again (delete ALL uneccesary things). And then it will be still hard to give them full performance again because you are stuck to the 95 mhz of the real N64.

Orkin
August 11th, 2003, 21:51
It would be possible, I guess. I'm already doing larger texture sizes (via 2xSaI), so it probably wouldn't be a big deal to add this too.

Adding detail textures could be more difficult though, especially without using pixel shaders (emulating the combiner is difficult enough already).

I might consider doing this in glN64 if there's much interest in such a thing (and there are people willing to go through the work of creating texture packs), but even then it probably wouldn't make it into v0.4...

Tagrineth
August 11th, 2003, 22:48
See, even Orkin agrees that adding another texture stage would be painful :)

Hurry up with glN64 0.4! All these b0rked plugins on my Radeon are really annoying me :geek:

ScottJC
August 12th, 2003, 01:03
I agree with Tagrineth :P

The Khan Artist
August 12th, 2003, 12:53
:D

Nonononono, don't schedule this for 0.4.

mainframe19
August 16th, 2003, 03:26
thats why i stick with nvidia geforce gfx cards!and the old vodoo3 for my 2ed pc for when my friends come over to play n64 and psx games!!

Hyper19s
August 16th, 2003, 17:34
thats why i stick with nvidia geforce gfx cards!and the old vodoo3 for my 2ed pc for when my friends come over to play n64 and psx games!!



YEp nothin like the geforce cards even the old ones are great
tank you very much :crazy: :santa:

Tagrineth
August 16th, 2003, 19:10
thats why i stick with nvidia geforce gfx cards!and the old vodoo3 for my 2ed pc for when my friends come over to play n64 and psx games!!

Judging by your signature, you also think P3 + DRDRAM is a good thing.

I got news for you. It's shit. Look at MY specs. I have experience with it. Three years' worth, in fact.

The GeForce FX line is an absolute travesty.

GothCrow
February 3rd, 2005, 15:13
Why do you all even bother to hack the games .
We are talking about VRML the first kinda 3d modeling .
It is easyer to make you're own models and textures then rip a game .believe me.
Anywayz , if you want to hack it , you should export to vrml
search the base of the model, copy it down to a new vrml and remake the model with new textures , though you could hack those games But you will never be able to make the game tun , cause it would take years ,. and for you guys with no 3d expirience mileniums .

Rice
February 3rd, 2005, 17:20
I actually thought about the idea a week ago.

I think it is possible to replace old texture with new hi-res textures. I don't see that there will be easily and automatically way to do so. It will very likely involve manual configuration for each game.

Btw, who will be interested to enhance the current N64 textures to hi-res textures?

From the point of view of video plugin programming, it is quite easy to do. But from the reality, I don't see it will be ever done, even just for a few most popular games.

Federelli
February 3rd, 2005, 18:02
You wouldn't believe the ammount of people willing to do this, me included :).

Damn this is an old thread :P.

Allnatural
February 3rd, 2005, 18:59
There are still some games that don't work, and some glitches remain in those that do work. Swapping textures is a bit superfluous right now...imo.

Mika'El
February 3rd, 2005, 22:34
I would just be happy to see more work on N64 emulation to actually emulate the games accurately... I mean Gamecube and Xbox emulation is moving faster than N64 emulation and I think that's rediculous.

olivieryuyu
February 3rd, 2005, 22:45
I would just be happy to see more work on N64 emulation to actually emulate the games accurately... I mean Gamecube and Xbox emulation is moving faster than N64 emulation and I think that's rediculous.

nope it's not ridiculous, it's completely normal.A lot of things have already been made and the rest is extremely hard to do, so it will take time.

See how a long time was needed to see a perfect snes emulator

it's only recently that Star Ocean is playable without a hack.

hurleybird
February 5th, 2005, 20:20
I would just be happy to see more work on N64 emulation to actually emulate the games accurately... I mean Gamecube and Xbox emulation is moving faster than N64 emulation and I think that's rediculous.

Well, most of the work would be making the textures, and artwork and programming are completley different, so having people make textures isnt going to slow down the development of N64 emulation in other areas.

Nice to see my two year old thread revived :P

NeoNight
February 5th, 2005, 21:42
I'd love to see this done for games like conker and smashbros and maybe zelda (or at least smash bros since that would probably be an easy game to do).

Rice
February 11th, 2005, 07:14
Is there anyone who would like to practice the fun of manual texture enhancement?

See textures dumpped from Zelda OOT in the attached RAR file. You can pick some of the textures and work on them. For example, the letter A or Z textures. Some textures have both RGB channel and alpha channel. RGB channel and alpha channel are saved into separated files, with the similar filenames.


- Don't try to work on a lot of ones. You want to pick the important ones. If you play Zelda OOT a lot, you should recognize the textures and make judgement which texture is more important than others.
- Double, triple, or 4 times the original images size. Don't try other image sizes.
- Save your new images into a different folder and keep the filename unchanged
- If a texture has the alpha channel, you need also work on the alpha channel image
- You don't have to finish many of them. You can just do a few and send me your new images. I will try to load them in my new plugin and post the result for you as new screen shots. I might give you my new plugin later and let you see the result of your own new texture right away (after I debug and make sure the whole thing working).

- Always try to work in the BMP format. Unless for the large textures (larger than 128x128), don't save as JPG or GIF format because you will lose texture details by such compression. Then compress all your new images into a single RAR or ZIP file.
- When you try to show your work in the thread, save your new images into JPG or GIF. Don't upload non compressed BMP files onto EmuTalk.


I hope we will see a reloaded Zelda OOT soon.



Rice


EDIT #1: Attachments are removed because the plugin has been released officially.

roxoxx
February 11th, 2005, 09:07
I think that for now it's better to have a 100% working and compatible emulator
(when 1964 1.0???) and plugins (when direct64 0.6 or new Glide?? - sorry but for my radeon 9000 M your plugin is'nt working very well-).
when we will have a perfect basic-emulation of N64 hardware (and a full working frame buffer too), then will be possible to do a "cosmetic" work!!
Thanx !!

SWAT_Marc
February 11th, 2005, 13:34
Just playing a bit with the ocarina of time.

Please give your opinion about them and tell me what should be modified to fit better in the pseudo-remake.

Thanks ;)

Rice
February 11th, 2005, 15:54
Look great. Please also save your new images in BMP format, and ZIP/RAR all your new BMP files and attach the ZIP/RAR file.

CrispyXUK
February 11th, 2005, 16:05
BMP files dont support transparency, you'd be better off with either png or tga files

Rice
February 11th, 2005, 16:37
DirectX cannot save textures into either PNG or TGA.

BMP format is actually the only option I have, unless I write or find some texture2file saving routine myself.

I am not sure that TGA format supports alpha channel. Or even it does, how would you work on the alpha channel of an image in your photoshop or some other image processing softwares. I bet you can, but I haven't done it yet.

So I have separated files for RGB and alpha of the same texture. I don't think it is so bad an idea. Of course I need combine them together when I load the image files into the plugin.

About saving DirectX or OpenGL textures to TGA or PNG with alpha channel, if you have more information or sample code, please let me know.

CrispyXUK
February 11th, 2005, 16:54
I just noticed that the alpha channels are seperate images so we might as well stick to bmp as the files are listed, I'd like to vote that we redo textures at 4x standard, this way the Ocarina for example will go from 32x32 to 128x128 which is much more reasonable, the highest res textures like backgrounds from the castle will from 64x32 to 256x128 which isnt too high for most cards

CrispyXUK
February 11th, 2005, 18:25
Made a start on the castle entrance texture

gandalf
February 11th, 2005, 18:39
nice :)

SWAT_Marc
February 11th, 2005, 20:45
By the way... there are some textures I can't even figure out where they came from. I'll start with the texts, which are the easier ones.

SWAT_Marc
February 12th, 2005, 18:31
Here is the first pack. It contains several key bitmaps in the game such as several menu buttons and titles at four times their original size.

Please, it'd be great if you could post some preview pics of the game running with the new textures, as well as motivating :blush:

If the bitmaps needed some retouching tell me.

MasterPhW
February 13th, 2005, 17:57
Another really interesting thing would be to convert some images of wind waker textures to the Oot ones and replace them... let's see...

Rice
February 14th, 2005, 18:32
Here are some screen shots with SWAT_Marc's new textures.

DarthDazDC
February 14th, 2005, 19:20
finally, someone posted some shots, very nice.

ScottJC
February 14th, 2005, 21:33
wow.. that looks awesome.

Veracity
February 14th, 2005, 22:18
Holy Shiat, thats downright amazing!!!

MiLO83
February 14th, 2005, 23:51
Rice, I must say i am excited about this concept and will most likely be highly active in making textures when this plugin is released. I have a few quick ideas.
A nice touch for one would be the ability to animate any texture, and have the driver change frames based on the image name, ie - grass_riceanim_1_5, grass_riceanim_2_5, and grass_riceanim_3_5, would be a 3 frame cycle advancing to the next image after 5 frames. (If riceanim_[+1]_* doesnt exist goto riceanim_1_* loop)
heh i'm hardly a programmer but i'm sure you know what i mean.
This could be used to simulate everything from moving grass in fields, added character blinking, clothes rippling, shoelaces bouncing, etc. It could also be used to add "inbetween frames" in existing animations, and should be easy to code.

Next, although i don't have a pixel shader card yet, Bump mapping would be a huge bonus. We can't update the models (well i'm sure we could but thats another story) but added bump-mapping / pixel-shading would improve the look of the models alot.
{think Links shield, or any water, brick, rocks, tree bark etc}
Also if implemented please make pixel-shading an option as i cant afford a few hundred $$$ graphic card yet. (i'll probably wait 'till i get a new computer.

Hope you like my suggestions,
and thanks for reading,
- MiLO83

Rice
February 15th, 2005, 00:09
Textures are tracked by their CRC. It won't be possible to track them by frame number and sequence number they are used. Texture animation could be very interesting, but I don't see it is feasible to do, at least not for now.

Btw, a pixel shader card isn't that expensive. A Geforce 5200 AGP card costs only about $50.

MiLO83
February 15th, 2005, 00:28
I was thinking the textures CRC plus the frame info for the texture name.
THE LEGEND OF ZELDA#4FA25A66#0#2_rgb.bmp
would be animated with :
THE LEGEND OF ZELDA#4FA25A66#0#2_rgb_riceanim_1_60.bmp
THE LEGEND OF ZELDA#4FA25A66#0#2_rgb_riceanim_2_3.bmp
THE LEGEND OF ZELDA#4FA25A66#0#2_rgb_riceanim_3_3.bmp

Holding the first for 60 frames, and the 2nd and 3rd for 3 frames each,
then repeating the cycle.

- MiLO83

SWAT_Marc
February 15th, 2005, 00:39
Wow, it looks quite nice!! :happy: . Great work Rice!!

We are a good team, although I did the hard part of the work :P (just kidding :saint: )

I'll upload more bmps ASAP, and I'll check out the errors of the ocarina in the original PNG.

Keep up that fantastic work :) and, of course, thank you for it ;)

Quvack
February 15th, 2005, 01:13
Wow I never thought this kind of feature would get anywhere in the n64 scene for a while to come still but its looking/sounding good so far :)

I'd be very interested in trying this for a few of the rom hacking/translating projects I've sort of got going, it'd be extremly useful when it comes to replacing the compressed textures without having to figure out the compression scheme.

Nice work rice :D

Hexidecimal
February 15th, 2005, 03:13
Wow.... I didn't even think this was possible. Incredible, Absolutletly incredible, High Res OoT or SSB, or Mario 64, Leave it to rice to breath new life into N64 Emulation once again. Keep it up rice and SWAT_Marc.

Federelli
February 15th, 2005, 03:24
While the ocarina does look high res, it's not good at all. Give it another try, you can do much better i'm sure.

Please if this is to become a project, set some high standards for it, don't just accept everything that's sent just because it's higher res.

Federelli
February 15th, 2005, 03:58
Here's what i did with:
THE LEGEND OF ZELDA#CC41E8D6#3#1_rgb.bmp
and
THE LEGEND OF ZELDA#CC41E8D6#3#1_a.bmp

Updated, should look even better now.

Rice
February 15th, 2005, 04:53
Hi, Federelli

Nice a texture of the sun. You can see the difference now.

MasterPhW
February 15th, 2005, 14:08
Great... a high quality emulation of zelda, better then on my N64, never thought that it would be possible...
Rice, you are so great!

JinXD
February 15th, 2005, 14:22
Wow!! Looking good so far, keep up the great work!

knowitman
February 15th, 2005, 14:28
This is very nice. I wish I knew how to extract textures for games. I could possibly try to do some textures for Mario64 with my limited artistic abilities.

This is just my personal opinion, but I think you should add a little smoothed edge on the alpha for the moon. That would add a small halo around the moon which would look good.

Federelli
February 15th, 2005, 15:23
Wait, that's the moon ;).

The sun is a bit harder since it's just a "shine effect", no texture could be applied. I also see that inmy moon, a little bit of the alpha channel is missaligned, perhaps you can fix this rice, you just have to move the white circle a bit, piece of cake.

So, are link's room and hyrule town (and other 2d backs), made of lot's of tinny horizontal images? If so, that's gonna be a pain to remake in highres.

Also, i belive 4x times the original res is more than enough for now own, even though it all ends up being not so high res in the end.
I mean having all textures 4x times the original will keep the same aspect ratio throught the game. It'll be a mess if some go 2x others 4x or 8x.

Federelli
February 15th, 2005, 15:45
Here's the water ripple (i think)
THE LEGEND OF ZELDA#B9EC0101#4#1_rgb.

Federelli
February 15th, 2005, 15:48
Also, the hearts from this zelda could be replaced with the better looking ones from majora's Mask, same with other things ;).

Federelli
February 15th, 2005, 16:45
Seamless Lava

THE LEGEND OF ZELDA#4C0BBEAA#0#2_rgb

Federelli
February 15th, 2005, 16:47
I can't seem to find the sky textures, most likely it's one of those b&w ones with some crazy combiner mode applied... still it'd be nice to know which files are the sky.

Ok enough posts in a row, someone post something already!

Oh, THE LEGEND OF ZELDA#E9EF96C5#3#1_a
and
THE LEGEND OF ZELDA#E9EF96C5#3#1_rgb

JinXD
February 15th, 2005, 17:03
*cough* :whistling

SWAT_Marc
February 15th, 2005, 17:10
Hey! What's the problem with the Ocarina? I just traced the origninal picture :plain:

BTW, the moon looks great :), but the ripple isn't as it should be (the waves are wider).

The "problem" with the size of the resized bmps can be solved creating vectorial grafics and then converting them to the size and format we want to use. I did at first a PNG and then exported it to BMP;)

Another quick update: new (and short, sorry) pack

Rice
February 15th, 2005, 17:17
SWAT_Marc

The right edge of the ocarina is cut off. It seems that the ocarina is too wide.

Rice
February 15th, 2005, 17:19
I can't seem to find the sky textures, most likely it's one of those b&w ones with some crazy combiner mode applied... still it'd be nice to know which files are the sky.

Ok enough posts in a row, someone post something already!

Oh, THE LEGEND OF ZELDA#E9EF96C5#3#1_a
and
THE LEGEND OF ZELDA#E9EF96C5#3#1_rgb


Federelli

The sky texture is color-indexed. I have excluded all color-indexed textures. I don't have a good idea to deal with them yet.

SWAT_Marc
February 15th, 2005, 17:39
Here goes the corrected ocarina (At least I hope it is corrected :P )

Rice
February 15th, 2005, 18:03
Some shots by using the new textures.

Federelli
February 15th, 2005, 18:04
I know, i modified the ripple to make it look more realistic :).

Btw, here's some work i've done on a Higher Res Zelda logo. I took on from the web, cleaned it, made it sharper, some other enhancements, now i'll have to make it match the original in color, and split it into 26 pieces... stupid zelda engine...

Forgive the horrific JPG compression, it's only to show you how it looks, the original is completelly uncompressed

Update, i've separated the file, now i have to save each little bit.

Do you like the logo?

DarthDazDC
February 15th, 2005, 18:17
very nice, i havent played OOT in a long while, but this may make me wanna play it again! :D

Federelli
February 15th, 2005, 18:40
So Rice, do you think i should make the bevel on the buttons smoother? it seems like so.
What does the rest think? Or do you like it as it is now?

Rice
February 15th, 2005, 18:58
Federelli

The buttons are ok for me.

Btw, are you using a different BMP file format for the water ripple texture and other larger textures. Please try to use the regular 24 bits BMP format instead of 16-bits or 32-bits format.

SWAT_Marc
February 15th, 2005, 19:11
I think I solved the issue with the transparency of the buttons (I think you didn't give me the original alphas of those buttons) by copying an alpha and changing its name to *whatever*_a.bmp instead of *whatever*_rgb.bmp

gandalf
February 15th, 2005, 19:12
I got one here :)

SWAT_Marc
February 15th, 2005, 19:16
Gandalf, I already did the Z-button for the menu :P. Thank you anyway

Federelli
February 15th, 2005, 19:20
I see, i tried to save space by using 16bit for black and white only bmps, and i used 24 bits for black thorugh white ones.

I'll make everything 24bit, do you want me to conver them?

Rice
February 15th, 2005, 19:21
I think I solved the issue with the transparency of the buttons (I think you didn't give me the original alphas of those buttons) by copying an alpha and changing its name to *whatever*_a.bmp instead of *whatever*_rgb.bmp

Ya, the buttons are fixed.

btw, the [Copy] button has some problems with the letter "p" and "y". These two letters are too tall.

Rice
February 15th, 2005, 19:26
I see, i tried to save space by using 16bit for black and white only bmps, and i used 24 bits for black thorugh white ones.

I'll make everything 24bit, do you want me to conver them?


I have converted them for myself. It will be great if you can convert them and repost them by editing your post. In my current code, I can only decode 24bit BMP format.

(I am thinking about something to save big file space by allowing PNG file, and/or to create an external tool to converting and combining *_rgb.bmp and *_a.bmp to a 32bit PNG file. I have to learn how to use the pnglib).

SWAT_Marc
February 15th, 2005, 19:36
Updated (actually, the original Copy button text it's also a bit out of bounds)

If you want PNGs just tell me, I work with PNGs and then export them as 24bit-BMPs:)

Just added a pic for comparing the orignal (scaled) and the new version. (Oops... I hope you'll miss the bevel is wider in my pic :blush: )

gandalf
February 15th, 2005, 19:42
Golden skulltula is already made in detailed mode?

SWAT_Marc
February 15th, 2005, 19:50
No AFAIK Gandalf. Please make it and show us your graphic abilities ;)

gandalf
February 15th, 2005, 19:51
thanks :)

:P

Rice
February 15th, 2005, 19:54
Guys, PM me your email address. I would like to send you a beta copy of my plugin so you can see your new textures right away.

Federelli
February 15th, 2005, 20:19
Check for updated files rice :).

gandalf
February 15th, 2005, 20:21
here golden skulltula
it was a little hard,specially the legs

Federelli
February 15th, 2005, 21:01
The sun :) THE LEGEND OF ZELDA#0F67CF75#4#0_rgb

When i get back home i'll start on the grass and rocks and other organics, and i'll posts some shots as well, if Rice sends me the plug.
Enjoy :). Till later!

Federelli
February 15th, 2005, 21:28
Damn, i couldn't wait ;).
THE LEGEND OF ZELDA#2A0D3622#0#2_rgb

olivieryuyu
February 15th, 2005, 23:21
it seems that everybody have a lot of fun here

nice to see that :)

Rice
February 16th, 2005, 01:26
here golden skulltula
it was a little hard,specially the legs

Gandalf, you need to also work on the alpha image for skulltula.

knowitman
February 16th, 2005, 01:30
Rice this looks like a great project. Do you think that your plugin could also work with other games?

ScottJC
February 16th, 2005, 01:36
Knowitman: of course it can:P

I don't mean to be rude but please don't use that new golden skulltula.. the original looks better.

knowitman
February 16th, 2005, 01:39
The reason I was asking is because earlier I thought I saw Rice say something about the plugin having to have all the games implemented into it. I probably just misread though.

gandalf
February 16th, 2005, 02:04
Gandalf, you need to also work on the alpha image for skulltula.
i didn´t see it
searching... :P

Rice
February 16th, 2005, 02:04
Yes, it works for all games. We are working on Zelda OOT now because I like this game the most. It will be different projects to make new textures for different games.

Hexidecimal
February 16th, 2005, 02:09
Any more screens with the other new textures?

gandalf
February 16th, 2005, 02:26
okay, finished the alpha for the skultulla

and some others textures re-done :)

Federelli
February 16th, 2005, 02:53
Also, isn't working on the original textures now allowed? I belive it to be copyright infringement. Anyway, my textures are all from scratch.

And yes, that golden skultulla needs lots and lots of more work

Federelli
February 16th, 2005, 02:59
Rice i must be doing something wrong, but this isn't working...

I tried both the prerelease and the debugger, files are under d:\games\emulators\1964\099\plugins\hire s_texture yet, they are not displayed when i go ingame. The textures in that folder have the same name as the ones in the pack you released...

I tried with all Zelda games, OOT U 1.0, OOT U 1.1, OOT U 1.2, OOT E 1.0, MQ E. None worked

Clues?

Edit: Stupid me, had to enable the feature in the plug...

Rice
February 16th, 2005, 03:02
I am sorry that I forgot to tell in the email. There are two new options under the "Texture Enhancement" tab. you need to enable a corresponding option to dump or to use external textures.

gandalf
February 16th, 2005, 03:47
yeah,it´s works!.
but my alpha´s doesn´t work....why??

Rice
February 16th, 2005, 04:06
It works for me.

Hexidecimal
February 16th, 2005, 04:38
Very cool rice, and that golden skultulla doesnt look bad :)

Federelli
February 16th, 2005, 05:07
My attempt on the ocarina

Federelli
February 16th, 2005, 05:13
Say i wanted to use this with master quest, what should i change in the filename?

Hexidecimal
February 16th, 2005, 05:20
DAMN! Nice Ocarina Federelli!

PsyMan
February 16th, 2005, 05:29
The only problem is that there are no standards but hey, you can fully customize your favourite games :D

Rice
February 16th, 2005, 05:58
Say i wanted to use this with master quest, what should i change in the filename?


Texture filenames always start with the N64 ROM internal game name. For Zelda MQ, the easiest way to find out is to dump its textures, and try to find its texture filename for the Ocarina.

Rice
February 16th, 2005, 06:04
Btw, for the Emutalk forum, how can I set the Display Modes to always in Linear mode, instead of Hybrid Mode?

gandalf
February 16th, 2005, 06:19
fixed the problems with the alpha´s :)

SWAT_Marc
February 16th, 2005, 11:40
Btw, for the Emutalk forum, how can I set the Display Modes to always in Linear mode, instead of Hybrid Mode?

Just go to your User CP and choose Options, then go down to Thread Display Options and there it is.


Btw, I've been unable to test your plugin since my Hotmail account says there is a virus in the .rar (yeah... Hotmail doesn't know a shit about emulation). I've PM you with a Yahoo! account so, could you re-email me this new version please?

Edit:
wow! That new ocarina looks much nicier than mine!! :o

Trotterwatch
February 16th, 2005, 11:57
You're all doing a great job on this :) Great idea too.

soccerboi00
February 16th, 2005, 15:39
I'm sorry if the answer is really dumb, but what is the plugin you use to import and export the textures?

knowitman
February 16th, 2005, 17:01
I know you can use Lemmy's plugin.

http://www.emutalk.net/showthread.php?t=21092

Federelli
February 16th, 2005, 18:02
Haha, big surprise for you all :), you'll love it.
It took me all morning to make all of these.

brb...

I coudln't finish and i'll be back tonight, i'll leave a preview though, enjoy

Rice
February 16th, 2005, 18:41
I know you can use Lemmy's plugin.

http://www.emutalk.net/showthread.php?t=21092


knowitman, you can export, but you cannot import.


soccerboi00, you need to read the whole thread.

JinXD
February 16th, 2005, 19:00
Looks amazing Federelli!! Keep it up :D

DarthDazDC
February 16th, 2005, 19:23
wow, very nice.

knowitman
February 16th, 2005, 19:59
Very nice on the logo.

SWAT_Marc
February 17th, 2005, 00:20
Here two quick pics just to show Hyrule map (before and after) and the beating hearts.

Just point out (in case there is still someone who hasn't realized yet) that this option is absolutely amazing!!! :D

Thanks Rice!!! ^_^

Federelli
February 17th, 2005, 02:13
Ermmm, my hearts are sexier :), do you like the bomb? :)

Federelli
February 17th, 2005, 03:16
Here's an improved and even optimized version of the logo since less tris have to be loaded to display this picture :) (3 less polygons ;);))

Anyway, pretty cool, i'm almost done with all the intro textures, so we have a remade first part :) (including various other textures

ScottJC
February 17th, 2005, 03:45
yes your textures are excellent federelli, i am very impressed.

Federelli
February 17th, 2005, 04:23
Please don'y praise it all, since the ocarina and bomb are both from a magazine scan from long, long ago.

And SWAT_Marc is also doing some nifty job :D

Rice, now that this has been done, i bet it's also possible to write a pixel shader for the water texture and have the .dll load all the stuff :D:D

knowitman
February 17th, 2005, 04:33
After seeing this project I decided to see what I could do with my very poor and not so existant skills.

What I did was extracted a few textures from Mario 64, imported them into Flash, scaled them up 4x, and did a Trace Bitmap. The results look like impressionistic era paintings. I think they might look good in the game.

Here is a picture of the door and some bricks.. The one on the left is what I came up with, and the one on the right is just the plain bitmap scaled up 4x. I don't know how they would look once tiled out against each other.

200 posts. :P

Federelli
February 17th, 2005, 04:37
Not bad, looks cartoony :), though as said, isn't working on copyrighted material, and then releasing it to public under no license at all; completelly illegal?

I think we do not want to mess with Nintendo (R).

knowitman
February 17th, 2005, 04:43
I was going for the cartoony look, but I see what you are talking about in the second part of your post. It would be nice to do the whole game that way, but as you said it is probalby illegal so I guess I can't do it.

Hexidecimal
February 17th, 2005, 04:48
This is all cool for flat textures. but how well does it work on 3d Objects I wonder?

Also, Damn nice Federelli!

JinXD
February 17th, 2005, 12:56
Not bad, looks cartoony :), though as said, isn't working on copyrighted material, and then releasing it to public under no license at all; completelly illegal?

I think we do not want to mess with Nintendo (R).Erm, so isn't your scans from a magazine also copyrighted?

Niggy G
February 17th, 2005, 13:19
Erm, so isn't your scans from a magazine also copyrighted?

Years old magazine people are less likely to hunt you down than Nintendo.

JinXD
February 17th, 2005, 13:39
Years old magazine people are less likely to hunt you down than Nintendo.True, but you see my point. Plus there is little chance that Nintendo will chase anybody up for using the textures here, I mean have you seen Knuckles getting into hot water for using textures from Mario64 & Perfect Dark in his UT2k4 levels?

Enough said......

arablizzard2
February 17th, 2005, 16:07
Actually, I'm surprized Nintendo didn't do the same thing for the gamecube releases of the Zelda games... if the textures can be replaced using the emulator, then they could have had the emulator call higher resolution textures from the gamecube disc (just my thought).

Anyway, wouldn't Zelda OOT look better with the Zelda MM "shiny" style buttons? (like the action icon, it wasn't a flat color in MM, it was a kind of metal looking thing...) The bevel on the remakes doesn't look as smooth too, it's too short and too close to the edge...

Federelli
February 17th, 2005, 16:19
arablizzard, if you've see how i made my hearts, then you know that the same can be done for buttons, it just takes a while to get it to look correctly.

JinXD, the magazine i took theese images from is from 1998, and the editorial no longer exists :).

Federelli
February 17th, 2005, 17:07
Rice, in your honour i'll try my best to remake whichever texture you want me to.
Go ahead and choose :).

Btw, there's lots of missing textures, do you think you can dump em all? For example, the ones in the options menu, some item's names, and if you can identify the sky textures, that would prove the best improvement of all :D.

Rice
February 17th, 2005, 17:33
Federelli

I am working on color indexed textures - the missing textures in your mind.

gandalf
February 17th, 2005, 18:27
a little modification here :)
i´m still working

SWAT_Marc
February 17th, 2005, 18:34
Rice, I can't get to work the PNG pictures in the hi_res folder (another great feature:D): I put both BMGLib*.dll in the emulator folder and PNGs are 24bit. Am I doing anything wrong? :(

Federelli: the heart you did looks much better than mine, but the Nintendo logo doens't convince me.

Btw, IMHO this is one of the greatest advances in N64 graphic emulation:)

Federelli
February 17th, 2005, 18:57
I tried to make the Nintendo logo look exactly the same as the new Nintendo logo :)

Rice
February 17th, 2005, 19:19
Rice, I can't get to work the PNG pictures in the hi_res folder (another great feature:D): I put both BMGLib*.dll in the emulator folder and PNGs are 24bit. Am I doing anything wrong? :(

Federelli: the heart you did looks much better than mine, but the Nintendo logo doens't convince me.

Btw, IMHO this is one of the greatest advances in N64 graphic emulation:)

If you don't get error messages when you start your emulator, the BMG*.dll are loaded.

PNG pictures work in the same way as BMP pictures. Try to check the options to see if they are enabled. Also try to use BMP pictures again to see if they still work.

Btw, if you have both BMP and PNG pictures with the same CRC (for the same texture), I guess the BMP file will be taken first.

PsyMan
February 17th, 2005, 19:45
Kind off-topic but I have to ask... Rice, you are going to release the plugin to the "public" in the future... aren't you? :unsure:

knowitman
February 17th, 2005, 19:47
Don't worry. I'm pretty sure he will. I don't see why he wouldn't unless it breaks some games and causes major bugs.

SWAT_Marc
February 17th, 2005, 21:53
Sorry, it was my fault, the pics weren't actually 24bit :whistling . So 24bit PNGs work perfectly.:)

The thing is that Macromedia Fireworks creates 32bit PNG (correct me if I'm wrong) and I have to convert them (either to BMPs or 24bit PNG) so please, could you add an option to include this format? :saint:

Thank you again :P

Federelli
February 18th, 2005, 03:02
I use photoshop to convert them, fell free to send'em to me whenever you wish and i'll do it for ya.

SWAT_Marc
February 18th, 2005, 11:50
I have no actual problem with converting the pics, but if it could be possible to use directly 32bit PNG it would save me a bit of time :). Thank you anyway :P

SWAT_Marc
February 18th, 2005, 13:04
I was wondering if it could also be possible to create sub-directories in "texture_dump" and "hi_res_textues" for each game. It would make easier to organize the textures.

e.g.: /texture_dump/SUPER_MARIO64

Federelli
February 18th, 2005, 16:20
Rice could we chat, because i have a hard time using the debugger to dump textures :).

I'm still waiting for you to choose something to be remade.

ggab
February 18th, 2005, 20:21
Super Excellent work guys!!!

ZELDA Looks awesome, really superb :D

WildSOfT
February 18th, 2005, 20:29
Yeah!

Great work Rice and all the team!

I am really impressed and excited about this project!

Rice
February 18th, 2005, 21:31
Rice could we chat, because i have a hard time using the debugger to dump textures :).

I'm still waiting for you to choose something to be remade.


Federelli

The steps to use debugger to dump textures are:

1. Run the game to the screen as you want
2. Hit the [Pause At Next] button in the debugger. Pause at next "what" dependent on the selection you are currently having in the drop down list. You can pause at next "Flash Tri", "Frame", "New Texture", ..., etc.
3. You can keep hit the [Pause at next] button to step through the whole frame
4. At a point the primitive you want is just rendered, hit the [Dump] button to dump. What to dump is dependent on the current selection in the drop down menu next to the [Dump] button. You can choose the manu and dump different things. For now, you can select "Cur Texture", "Cur Texture Alpha", etc to dump.
5. After you hit the [dump] button to dump a texture, the plugin will automatically open the texture image file with your Windows associated image viewer. You can save the image file to any folders, or you can locate the image file under D:\ folder.

Rice
February 18th, 2005, 21:35
I'm still waiting for you to choose something to be remade.

Federelli

It will be great if you can remake the images used in the OoT pause screen, and the 2D images used in game, like the items, letters, numbers.

A tough task is to remake all the letters used in Mario 64. Letters are really ugly in Mario64.

gandalf
February 18th, 2005, 23:52
i dump 3 textures (kokiri sword, fairy ocarina and number nine :P) but the textures have the same name when i dump them....

knowitman
February 19th, 2005, 01:15
A tough task is to remake all the letters used in Mario 64. Letters are really ugly in Mario64.

Wow. I just dumped the letters that show up when you start a new game and it comes up with the Welcome msg right before you start playing. The letters are a bunch of 16x8 files.

I could not really enhance the textures for Mario 64, but do that thing that I posted earlier about to give the game a different look.

Rice
February 19th, 2005, 01:51
i dump 3 textures (kokiri sword, fairy ocarina and number nine :P) but the textures have the same name when i dump them....


Can you double check this? If this is really a problem which means different textures have got the same CRC, I will probably need to find a different CRC checksum computation method.

MiLO83
February 19th, 2005, 02:21
To quote my PM to Rice from 20:00 on the 16th...

Hey Rice,
It's snowed here and i've ended up playing with your plugin almost all day. I've been toying in the debug version, and finally found all the textures that werent being dumped, by pausing at next "new texture." Ahhhhhh there they were. Click "Dump", "Cur Texture"... Da da! "Texture0_rgb.bmp" in all its glory. Wait a sec. I can't do anything with that... Whats the CRC of it?!?
Haha, so then i tried turning "dump textures" back on and opened the "texture_dump" folder, did the same pause at next new texture and, oh theres one it dumped, oh theres another, why didnt it dump it? its paused, it has lots of time to now...
Anyway, could you make the debugs "Dump" "Cur Texture" etc commands use the same CRC bmp naming? It opens in the windows xp image preview so i can save it to the dump folder myself, i just need to know what to call it to mod it for the HiRes folder. Try this out yourself, for me it only dumps some textures. Now i know how to find them but need them named correctly.
BTW i've mostly been playing with smash bros, its looking good with the textures that export, but i badly want to play with some which don't.
Let me know if my suggestion is valid.
- MiLO83

Its the 18th today. . .
I guess i figure things out faster than Allstar.
Rice the texture dumping from the debugger should be changed
to give a CRC filename, "Texture0_rgb.bmp" is useless.

Federelli
February 19th, 2005, 02:31
How about using an MD5 hash for files? there shure won't be two files with the same MD5.

Thing is, when i dump textures, it only dumps one texture, and for some reason, ACDSEE gets executed and displays the image.
Is it possible to dump every single texture being displayed with just one click? Solutions for the acdsee weirdness?

Rice
February 19th, 2005, 02:51
To quote my PM to Rice from 20:00 on the 16th...



Its the 18th today. . .
I guess i figure things out faster than Allstar.
Rice the texture dumping from the debugger should be changed
to give a CRC filename, "Texture0_rgb.bmp" is useless.



MiLO83

Do you check your emails? I have sent out two updates. This problem was solved 2 days ago.

Rice
February 19th, 2005, 02:54
How about using an MD5 hash for files? there shure won't be two files with the same MD5.

Thing is, when i dump textures, it only dumps one texture, and for some reason, ACDSEE gets executed and displays the image.
Is it possible to dump every single texture being displayed with just one click? Solutions for the acdsee weirdness?


No, it is not useful to dump all cached textures with one click.

use "Dump" "Cur texture to file", it should not opening ACDSEE.

But, it makes more sense to open a window for you to see which texture is just dumped. I guess you should usually want to dump a perticular texture, not all of them.

Federelli
February 19th, 2005, 03:36
Bes thing would be to use something like in glide64 debug, while in debug, you can click on a particular polygon and dump the texture being applied to it.

Edit: Sweet, after minutes of doing mumbo jumbo stuff i managed to get one of the sky textures, how i did it? God knows.

Federelli
February 19th, 2005, 03:46
Rice, the sky texture is an 8 Bit indexed one with 256 colors, the new one i made is 8 bit indexed with 256 colors, still, it doesn't work :(.

Edit: Hmm i got the to work, still they appear completelly corrupted, so i must be saving in the wrong format, i'm afraid it's not that easy to improve the sky when having the same limited pallette.

Edit2: Oh and yes, every dump opens my ACDSee.

Rice
February 19th, 2005, 04:19
I use Paintshop. It works fine for me on these palletted images. I can double size the texture, select a color from the pallette and draw some lines by using the selected color, and so on. I can then save the modified image and Paintshop saves it correctly.

I can see that enhancing the palletted textures won't be easy. This is also the reason why I left them out in the beginning.

Federelli
February 19th, 2005, 04:33
How can i force Photoshop to work with the forced palete? Hmm... what i want is to make a dithered gradient using the 256 available colors, since nintendo did a crap job with the skyes.
I didn't think there'd be that many sky textures... that surprised me.

Well, i'm off to learn how to keep my pallette unchanged, brb.
Will also work on the Pause Subscreen as far as i can.

Edit: I can't figure out a way to force a particular palete into an image :(, seem slike the skyes are a no go unless they are hand painted...

loopsider
February 19th, 2005, 06:15
Haha, big surprise for you all :), you'll love it.
It took me all morning to make all of these.

brb...

I coudln't finish and i'll be back tonight, i'll leave a preview though, enjoy

All I can say is...WOW!

Rice is a genius for making a plugin with these capabilities.
And to both of you graphics men, great work!
This is a great development in n64 emulation (after the public is released I'll have lots of fun toying with this!)
There could even be a seperate forum for these "skins".

SWAT_Marc
February 19th, 2005, 15:38
Just playing around with Super Mario 64 and its sand

Edit: I must say that we also need to think about the concept of the game. I mean, SM64 was intended to look cartoony and TLoZ:OoT tried to look as much realistic as possible. To sum up: my sand texture "sucks" for the original purpose of this game :blush:

arablizzard2
February 19th, 2005, 19:09
SWAT_Marc, just make it a brighter yellow (adjust hue to do so, and maybe brighten a bit)

SWAT_Marc
February 19th, 2005, 19:28
I think you didn't understand me. What I meant is that (except in some special cases) not every texture you make is appropiate to a game.

That sand would perfectly fit in a N64 Zelda game (also in Wave Race 64 and Pilotwings), but not in SM64.

Both OoT and MM tried to be graphically realistic. This is not the case for SM64 which tried to look toony. I bet that if N64 could have made toon shading, SM64 would have been graphically that way.

Aside of all this, I think that this plugin lets you custom the game almost as you wish (if you want you can even turn green Mario's eyes instead of blue). We could relase Graphic-Packs e.g.: "SM64 toon shaded", "SM64 mature graphics", etc.

Edit: added the pic

Federelli
February 19th, 2005, 20:29
Post the original sand texture here, and i'll show you how to make it realistic, yet fit right into the Mario64 style.

Federelli
February 19th, 2005, 20:34
Post the original sand texture here, and i'll show you how to make it realistic, yet fit right into the Mario64 style.

MiLO83
February 19th, 2005, 20:39
Rice, you wrote the emulator and the video plug-in,
I can't figure out why you'd have to use any palleted images at all...
i mean you're writing the rendering code.
Can't you just have it get the pallate for saving and then allow
a non-palleted image to be loaded in high res instead?
what not have, "if its got a pallete, and there's a hi-res map in the folder,
don't draw it, and draw this instead"?
It doesnt seem like it should be an issue to me,
but hey what do i know, i've never written an emulator.
- MiLO83

Rice
February 19th, 2005, 21:45
For example, OoT sky textures are palletted textures. The way to change the sky color in game is to change the pallette and use the same texture. If you won't use a palletted texture but use a true RGBA texture instead, the sky color won't change in game.

MiLO83
February 19th, 2005, 22:59
Ah i see,
good point,
Any work or ideas on bump maps or animated textures?

Rice
February 20th, 2005, 01:45
A new shot for Mario 64. Sorry that the letters are not aligned very well.

knowitman
February 20th, 2005, 02:04
Those letters look really good Rice.

SWAT_Marc, try this texture for the sand. I've done this same technique on a few other textures. I think it keeps the cartoony look pretty well.

cooliscool
February 20th, 2005, 02:28
Photoshop filters are SOOOO COOL!!! (not)

Anyway, this looks amazing Rice and everyone else.. great stuff.

Hexidecimal
February 20th, 2005, 03:04
Nice Letter Rice.

SWAT_Marc
February 20th, 2005, 15:26
Those letters look really good Rice.

SWAT_Marc, try this texture for the sand. I've done this same technique on a few other textures. I think it keeps the cartoony look pretty well.

I know how to make smart blur, thanks. The fact is that I was only trying to show that not every texture fits to every game.

Does anybody want to remake every sprite of the characters of Mario Kart 64?;)

Federelli
February 20th, 2005, 15:57
Still waiting for that sand texture :).

Rice or anyone using the new beta, could you please provide me with a full dump of Zelda OOT? I really don't have time to be dumping and renaming simultaneously.

knowitman
February 20th, 2005, 16:29
I know how to make smart blur, thanks. The fact is that I was only trying to show that not every texture fits to every game.

I don't even know what a smart blur is. I just used flash to convert the bmp to vector and saved that image.

Rice
February 20th, 2005, 16:49
Still waiting for that sand texture :).

Rice or anyone using the new beta, could you please provide me with a full dump of Zelda OOT? I really don't have time to be dumping and renaming simultaneously.


Federelli

Just enable the option and run the game to dump all the textures, then use an image viewer/browser to find the textures you have made and rename your new textures according to the new filename just dumpped.

Even someone can dump the all textures for you, you still need to find the correct filename and rename the textures you made.

Rice
February 20th, 2005, 16:54
A new shot of OoT. All letters on this page are remade.

I also attached all the images of the letters, for the latest beta.


Btw, it is really handy to use scripting in Paintshop after you have learn how to edit and use them.

Rice
February 20th, 2005, 18:31
Another shot. All letters appearing in dialogs are remade.

The texture files are also attached.

knowitman
February 20th, 2005, 20:59
Nice seeing all this improvement going on. I can't wait to play Zelda OOT with the new textures?

I was also thinking that if OOT used a lot of the same textures as MM would it be easy to just use the same ones you made for OOT?

Nasorean
February 21st, 2005, 00:59
on a small side note i remember i saw in the forum that you can cell shade by turning on certain options in the vid card are these options avail now to casual users as well to toggle on n off.

that mario looks really cool w those "real life" textures i look forward to seeing this project mature.

since this is method essentially involves finding the original texture, sexing it up, then replacing the original with the sexy texture am i correct to assume this method will also work w 2d games like yoshi's story, mischeif makers, n killer instinct.

i personally believe that these games would benefit most from this method considering the polygonal backgrounds are enhanced but the sprites are not via the emulators

how would 2d characters workout? wouldnt the detail be lost in the blow up process or is there something i am missing?

i understand that enhancing 2d games would be incredibly difficult to do bc of the fact that there are 60 frames of animation for the characters and none for the textures, i imagine mario kart will come accross similar troubles...

has anybody tried redoing the trees in mario seeing what results are gotten

Hexidecimal
February 21st, 2005, 02:17
Ooooh, Hi-Res Yoshi's Story would be awesome.

Federelli
February 21st, 2005, 02:44
Rice if those letters are yours, you should really use font smoothing :)

Nasorean
February 21st, 2005, 02:54
Ooooh, Hi-Res Yoshi's Story would be awesome.


hi rez 64 looks awesome already

Rice I implore you to make hi rez creation easy to use so normal folk can contribute as well and advance the project astronomically quick

just imagine playing perfect dark or turok in ultra hi rez, that would give us all something to do and truly advance the scene into the next generation

loopsider
February 21st, 2005, 06:47
hi rez 64 looks awesome already

Rice I implore you to make hi rez creation easy to use so normal folk can contribute as well and advance the project astronomically quick

just imagine playing perfect dark or turok in ultra hi rez, that would give us all something to do and truly advance the scene into the next generation

If the it is merely loading up the folder with the approprate names and images with the exact sizes all there is to it, it cannot get easier than this, correct?

I want a download, I seriously want to fix ugly 2d things in various games...

And by the way, can this replace whole 2d backgrounds?

hurleybird
February 21st, 2005, 08:49
nice, nice... I might have a look and see if i can help out too.

BTW, perhaps this topic should be stickied?

SWAT_Marc
February 21st, 2005, 14:16
Sorry, I didnt' want to seem rude with the sand :P

Rice, I create the directories inside \hires_textures\ and put in them the new PNG32 textures, but they don't work. Am I doing anything wrong (again :blush: )??

Btw, both features (directories for each game and support for PNG32 are simply great :D)

Rice
February 21st, 2005, 15:31
Check your folder name. It must be named exactly as the game name. Other than this, I don't have idea. You have to figure it out. You can post the image here if you need helps.

You probably need read my previous emails again.

Juan1311
February 21st, 2005, 16:32
Guys, I wish to help, I'am new here.

SWAT_Marc
February 22nd, 2005, 21:54
Oops, I think that I forgot to rename every texture due to the CRC changes you made ^_^U. I'll have to check it. Thanks

Orkin
February 22nd, 2005, 22:43
This is pretty awesome stuff...great work Rice! I had actually thought of this (in a far-off "what if" sorta way) a few months back, but never actually tried it out.

Heh, this might be enough motivation for me to get back to work on Direct64 so I can implement this...hey Rice, is your CRC calculation still the same as in your last source release? If I do implement this, it'd be best if Direct64 could use the same textures that people make for your plugin, so I'd need to make the same CRC calculations...

Rice
February 22nd, 2005, 23:05
Orkin

There is only 1 line change in the CRC code. You can go ahead with the last source code and I will email the change to you later.

SWAT_Marc
February 22nd, 2005, 23:09
Oops, I was late for this post. :blush:

boodle
February 23rd, 2005, 07:02
Is it possible to replace models as well? I would think this would be more complex than textures (if not plain impossible), but I don't know how the n64 is set up. Do some functions of the game depend on the number of vertices? Does collision detection depend on the specific model, or does it just check to see if one model is touching another? If models could be replaced, the possibilities for enhancement would be pretty much limitless.

I'm using the Nemu64 (combine debug) driver with 1964 to get the images. Should I be using something else? They all turn out upside down, but the ones that everyone else is using are right side up. Is this just a difference between Rice's plugin and the debug driver?

I'm starting to work on some Mario Kart texture replacements. I'm modeling the characters/objects in blender (http://www.blender3d.org) then rendering the frames for the game (since much of the Mario Kart graphics are actually billboards). Here's my first attempt (it's an upside-down tree if it's not obvious):

Federelli
February 23rd, 2005, 11:58
What would eventually be great is to support .tga format, and store everything inside a .zip file :).

Rice
February 23rd, 2005, 15:21
What's the advantage of tga format, comparing to PNG?

SWAT_Marc
February 23rd, 2005, 19:16
AFAIK, PNG is better than TGA. At least a blank pic weights less in PNG than in TGA (around 600% less).

For more info follow the link.

PNG (http://www.w3.org/Graphics/PNG/)

g00beRz
February 23rd, 2005, 20:08
That would be very cool, if it could be pulled off. Of course.

Federelli
February 24th, 2005, 02:49
A TGA is completelly uncompressed, and when zipped (compression data), it weights the same as a .png (whic compresses image information).
So TGA is trully losless.

Rice
February 24th, 2005, 03:28
PNG is completely lossless. PNG files support compression internally. By using PNG format, you don't need to compress the files. In fact, PNG use the same compression as gunzip.

I don't see a need to use TGA format.

Btw, JPEG is a different story. JPEG uses lossy compression. For large images, JPEG files are significantly smaller.

Glurak
February 24th, 2005, 03:32
umm a PNG is truly lossless it uses zlib for compression which in fact is deflate which is the same as used in zip compression so 100% lossless

you won't even get better compressions by zipping multiple tgas together since zip can't create solid archives so tgas have not a single advantage over pngs (ok uncompressed tgas take less time to load but there are both compressed tgas and uncompressed pngs if you wish :))

edit ^^ ... too slow ^^

knowitman
February 24th, 2005, 04:02
I guess you could possibly get better results if you put them in a rar archive that has a solid archive, but it would slow things down.

Dysprosium
February 24th, 2005, 22:37
Ohh boy, I must be doing something wrong. I ripped a lot of textures from Conker, and have been editing some. I did everything there correctly as far as I can see, and the textures will not load in the game. They use the original textures. :\

Rice
February 24th, 2005, 22:55
Did you put the texture files you have edited to the correct folder under hires_texture folder?
Did you enable the LOAD option?

And try to read my instruction again. You may have missed something.

Dysprosium
February 24th, 2005, 23:00
Did you put the texture files you have edited to the correct folder under hires_texture folder?
Did you enable the LOAD option?

And try to read my instruction again. You may have missed something.

Alrighty then, let's see..

3. Loading high resolution textures
a. If LOAD option is enabled, the plugin will try to load it when corresponding texture is used
in the game.

b. LOAD option can be enabled/disabled during the game play

c. All high resolution textures must be placed under folder:
"[your_emulator_main_folder]\plugin\hires_texture\[current game name]\"

d. [current game name] must match the N64 game internal name

e. Under the [current game name] folder, subfolders can be created and textures can be placed
into the subfolders. The plugin will search all the subfolders recursively. Subfolders can help
to manage all the textures.

f. File files and format:
In general, high resolution files to be loaded must follow the same filenames as dumpped.

- Color indexed textures must be still in palletted BMP format
- For RGBA, IA and I textures, you can provide
*_rgb.png, *_a.png or
*_rgb.bmp, *_a.bmp or
*_all.png
- Don't provide duplicate files for the same textures. If you provide the *_rgb, *_a files
and also *_all.png file, the actually loaded files are not determined.

A: Check, it's enabled.
B: Enabled. :P
C: 1964\099\Plugin\hires_texture\CONKER BFD
D: Same name the plugin gave the folder for the dumping. :\
E: I've tried them inside the "Buttons" folder I created, and outside. Nither worked.
F: This is the part I get confused. I keep them as the same name, right?

As the texture Example:

- CONKER BFD#2BBF5136#0#3_all.bmp

Would stay:

- CONKER BFD#2BBF5136#0#3_all.bmp

Or become .png? I've tried both to no luck, but I probably screwed up on that step.

Rice
February 24th, 2005, 23:11
You should not use *_all.bmp, it has to be a *_all.png, and it has to be 32 bit.

The reason is that:

*_all is meant to have the alpha channel together with RGB channels.

BMP files only officially support 24 bit RGB, not 32 bit RGBA. (well, it could support 32bit RGBA, but this issue will raise other discussions)

PNG files officially support 32bit RGBA.

The plugin only supports 32bit RGBA with PNG file, not with BMP files.

I guess your files are 24bit.

Dysprosium
February 24th, 2005, 23:30
Hmm, Rice, I did it and it didn't work. Although, I tried Mario's enhanced text and it worked.. so, I think it's something I'm doing wrong. :\

Edit: SUCCESS. Check out the P2, P3 and P4 buttons on the following Conker image! :D

CaptainN
February 25th, 2005, 07:39
Using a pallet from one file to another - I don't know if this is the best way (I'm sure it isn't - there has to be a way to do it with channels) but it will work:

1. open a pallet image (like a gif or an 8-bit bmp - photoshop refers to pallet images at "indexed color" - you can see that under Image->Mode).
2. File->Save for Web...
3. In the Settings box change the type of image to gif or png-8
4. Above the Color Table boxes (you may have to click the "color table" tab) There is a little round arrow (it's round in Photoshop 7 and greater - I think it was square in older versions) that will open a menu. Open the menu.
5. Choose "Save Color Table" then you can cancel out of the Save for Web... dialog
6. Now create a new image (like a sky image) in regular RGB mode (true color), then when you have the image ready to save, choose File->Save for Web...
7. Choose gif or png-8 as the file format
8. Click that same round arrow, and choose "Load Color Table"
9. Above the image of your sky (or whatever) make sure you are on the "Optimized" tab, so you can see what it looks like with the old pallet.
10. play with the settings in the Settings box (except the number of colors, Web Snap and the pallet drop downs - lossy, dither, and the rest are ok to play with) until the image looks acceptable
11. Save the file as a gif or png-8.
12. Convert the file to a bmp using whatever method you prefer.

I hope that helps :-)

If you want, you can try googling for some tutorials on working with "indexed color" images or channels/color pallets/Color Tables.

cloudscapes
February 25th, 2005, 21:14
This is a really interesting project! :)
Here's a little texture enhanceent for Mario 64 I attempted. It may be a little grainy for the game's style, but I'll only know till I actually see it in game. The N64's billinear filtering mutes a bit of that grain.

Might do soem more over the weekend.

sytaylor
February 25th, 2005, 22:20
Guys... just wow. I can't wait for the texture packs to be officially released. Good job!!

Edit: Just saw the sticky :blush:

Impreza WRX
February 25th, 2005, 23:11
I am compiling all the textures from Super Smash Bros. If someone wants to high-res them, I can send them over to ya...

JinXD
February 25th, 2005, 23:31
I am compiling all the textures from Super Smash Bros. If someone wants to high-res them, I can send them over to ya...Just attach them here in an archive, depending on the size.....

Orkin
February 25th, 2005, 23:40
Here's a little texture enhanceent for Mario 64 I attempted. It may be a little grainy for the game's style, but I'll only know till I actually see it in game. The N64's billinear filtering mutes a bit of that grain.

Great work! It looks very much like the original style to me.

As for the artistic morality subject, as long as we stick to the original artistic style of the game I see no problem with it. I mean, it's not like low-resolution-blurry was the style the original artists were going for anyway, they just got stuck with it due to hardware limitations.

Orkin

cloudscapes
February 26th, 2005, 00:01
I finally got 1964 to work with my modded texture. I think over the weekend I'll try and get most (if not all) of the outside castle texture (Mario64 intro) done. Realistic if I consider it only takes me 5-15 minutes for a texture like the one I posted above.

yay! fun! :D

dragon_rider
February 26th, 2005, 04:25
Hey, Impreza WRX? You said you were compiling high resolution textures for SSB? Could you send me some? Thanks.

cloudscapes
February 26th, 2005, 06:15
Nearing completion of the most visible textures for outside the castle. I think I want to try and upgrade most, if not all the textures for this game! May take several weeks though, at this rate. I'll try and do the rainbow colored room tomorrow too. I hope the maps share a lot of the textures. o_o;;

Here are a few progress shots. They look even better fullscreen. :)

http://server2.uploadit.org/files/eblythe-1.jpg
http://server3.uploadit.org/files/eblythe-2.jpg
http://server2.uploadit.org/files/eblythe-3.jpg
http://server2.uploadit.org/files/eblythe-4.jpg
http://server3.uploadit.org/files/eblythe-5.jpg

17 textures upgraded so far.

_pm_
February 26th, 2005, 07:10
Thanks Rice for adding hires texture support to your gfx plugin :)
I was working with some SSB text. It has some glitches which i'm gonna fix asap, this is a sample of what i've done by now :)

knowitman
February 26th, 2005, 13:26
Nice work on the castle area. How did you do it?

cloudscapes
February 26th, 2005, 14:55
Nice work on the castle area. How did you do it?

Thanks!

Well, I just coping the originals, scaled them 400% in Photoshop with no filtering (nearest-neighbor) and painted on top of it in a new layer, and added grain.

I do it quickly because I'm so used to doing this for my job.

Hammel
February 26th, 2005, 16:20
yeah, really great job cloudscapes. expecially http://server3.uploadit.org/files/eblythe-5.jpg looks great :).

cloudscapes
February 26th, 2005, 17:19
Zoink.

See readme in .RAR for details.

Now, on to the castle interior.

MasterPhW
February 26th, 2005, 17:22
Another interesting thing would be to rip (in near future, if it's dumped) the textures of a Mario 64 DS rom and use them on the N64 version...

Trotterwatch
February 26th, 2005, 17:28
Just tried those textures, you've done a wonderful job on them :) Looks excellent.

DarthDazDC
February 26th, 2005, 17:33
just tried 'em too, very brilliant, :D nice work.

JinXD
February 26th, 2005, 17:38
Zoink.

See readme in .RAR for details.

Now, on to the castle interior.Nice work, here's some screenies of before and after (sry bout the size, PNGs) .....

Orkin
February 26th, 2005, 18:41
Good work! I'm not so sure about the grass and tree textures (maybe a little too much contrast?), but otherwise it looks excellent!

Here are a couple I did real fast to see how this works for myself:

cloudscapes
February 26th, 2005, 19:35
update:
http://server2.uploadit.org/files/eblythe-6.jpg
http://server2.uploadit.org/files/eblythe-7.jpg

Thanks JinXD for the screenies! :D

Orkin: yeah I was a bit concerned that they might be a bit too detailed. I like the grass, but the trees definatelly jump out a bit. We'll see.

TerraFrost
February 26th, 2005, 19:49
the screenshots are looking great! :)

also, Rice posted some textures here (http://www.emutalk.net/showpost.php?p=259794&postcount=3), however, as work continues in this thread, the textures posted in the previously linked to thread will become increasingly out of date. combine that with the fact that those who download the textures posted by Rice have no easy way of knowing which textures in this thread were released after the textures Rice posted, and... having up-to-date textures doesn't seem particuraly easy. perhapes an official emutalk.net collection could be released on a periodic basis? :)

MiLO83
February 26th, 2005, 20:06
I'd like Rice to take a look at this link.
http://www.monitorstudios.com/bcloward/resources_tutorials.html
It's on real-time per pixel normal mapping,
For instant gratification look here to see what it is and how it works,
http://www.monitorstudios.com/bcloward/tutorials_normal_maps5.html
Most people should look at the second link first.
- MiLO83

Edit: I like the new Mario 64 High-Res tree textures the way they are, keep them like that.

Orkin
February 26th, 2005, 20:15
Normal mapping would be cool...but much more difficult to accomplish than importing high-res textures.

Not that it's impossible, you'd have to write some code to modify the combiners to add the extra lighting calculations, and move the lighting calculations from the T&L stage to the rendering stage (which means caching of light states to the pixel shader inputs)...hmmm...might be more possible than I had originally thought. One issue would be that it's possible for N64 games to use different light states mid-poly. I'm not sure how much this ability is used though.

This would be a great way to give N64 models the appearance of more polys, since importing actual high-poly models would be a nightmare...I might give it a closer look...

MiLO83
February 26th, 2005, 20:54
Thanks, being a 3d modeler and currently working on my portfolio for a real good 3d school, i understand how game engines and directx/opengl work, but have no idea on programming. I know that it should work and be relitively easy to code as long as you "think inside the box". Essentially an emulator is a replacement game engine, which reads the original game, and reproduces it, if we start thinking of the original game as the "building blocks" of an updated version, then really anything you can imagine can be thrown in there at render time with the right code.
(making use of extra processing power in todays technology, like arraying an alpha'd grass texture (billboarded) to face the camera on any surface which uses texture x (in this case flat grass) giving an effect like a fur shader.
Damn i gotta learn some programming.
Keep me updated on your thoughts on this.
- MiLO83

MorpheusEternal
February 27th, 2005, 01:11
the screenshots are looking great! :)

also, Rice posted some textures here (http://www.emutalk.net/showpost.php?p=259794&postcount=3), however, as work continues in this thread, the textures posted in the previously linked to thread will become increasingly out of date. combine that with the fact that those who download the textures posted by Rice have no easy way of knowing which textures in this thread were released after the textures Rice posted, and... having up-to-date textures doesn't seem particuraly easy. perhapes an official emutalk.net collection could be released on a periodic basis? :)

I was just going to post something like this - all the textures are mingled through the 15 odd pages of posts.

Is there a way we can have a texture file thread for putting the latest textures; with no discussion there, just here? (like the plugin thread)

Also, here's a buttload of textures we could probably use..

http://www.grsites.com/textures/

knowitman
February 27th, 2005, 03:38
That would be a neat implementation for Direct64.

I love those textures cloudscape.

Poobah
February 27th, 2005, 03:53
cloudscapes, would you be able to give the grass texture with the flower things on it another go? As said before, it just looks odd. The trees are a little too grainy, too. You've done an excellent job though! Your work will make playing through old games a much better experience!

hurleybird
February 27th, 2005, 05:57
Now how about detail texturing? Even at 4x the size many of those images still seem a bit blurry. Detail texturing would greatly help everything to look sharp, especially up close, and would also be very, very practical.

For example, how many N64 game have grass textures? create a detail texture for grass, and then that will work for every game with a grass texture. Same goes for dirt, rock, and stone. For more complex textures you may have to create a detail texture for it only to get the best lookng effect, but most textures could be reused.

Why not create one big detail texture pack which is compatible with as many roms as possible, link each detail texture to a texture in each game using a definition file or something similar?

The great thing about detail texturing is that it can be tuned to meet computers of different capabilities. For example, a slower computer wouldnt render the detail texture as far, while a faster computer would have a larger draw distance.

Orkin
February 27th, 2005, 08:03
I was bored tonight...so I worked on some more textures (note that not all the numbers are done):

MiLO83
February 27th, 2005, 08:17
wow that looks good.

Poobah
February 27th, 2005, 09:18
Yeah, that looks awesome!

Gladiac0190
February 27th, 2005, 09:37
@Orkin: Great new Textures... Try to give your numbers a bit of a shadow like in the original ones to make them better visible. This new feature really owns... What's up up gln64? Since this is my favourite gxplugin for zelda (yay, your framebuffer emulation woots the world) will there be a textureloading feature in the future?

glad

cloudscapes
February 27th, 2005, 13:21
Superb textures Orkin!

optimus$prime
February 27th, 2005, 15:28
hi

i'm new to this and i need your help
i improved a texture from super smash bros but it doesn't work

i worked on the helmet of samus aran

texture name: SMASH BROTHERS#85A053A6#2#0_ci.bmp

old http://members.chello.at/optimusprime/bilder/1/low.bmp
new http://members.chello.at/optimusprime/bilder/1/high.bmp

the high resolution texture does not appear in the game

please help

optimus prime

MiLO83
February 27th, 2005, 21:09
Hey i've made some hi-res textures for San Fransisco Rush,
But i need hosting for the RAR archive.

Without Textures:
<a href="http://www.imageshack.us"><img src="http://img50.exs.cx/img50/4688/rushold4md.jpg" border="0" width="632" alt="Without Textures" /></a>

With Textures:
<a href="http://www.imageshack.us"><img src="http://img167.exs.cx/img167/8131/rushnew0fi.jpg" border="0" width="632" alt="With Textures" /></a>

Without Textures:
<a href="http://www.imageshack.us"><img src="http://img34.exs.cx/img34/3428/rush2old5kw.jpg" border="0" width="632" alt="Without Textures" /></a>

With Textures:
<a href="http://www.imageshack.us"><img src="http://img205.exs.cx/img205/192/rush2new8vg.jpg" border="0" width="632" alt="With Textures" /></a>

If anyone can host, i'll email them to you.
- MiLO83

BTW - Any word on normal mapping?

Veracity
February 27th, 2005, 21:59
Milo - Fricking Sweet! I was just playing Rush last night (one of the best N64 games, never gets old). Those screenies look fricking sweet. I would like to help you with the hosting as well as the texturing.

PM Me

cloudscapes
February 27th, 2005, 22:24
So awesome Milo83! I'd try it if I had the game. :)

We should seriously archive these many retexturing upgrades. Stick em on a site somewhere. There seem to be quite a few in the works so far.

BluesTS
February 27th, 2005, 23:29
More new textures on Conker, new wooden floor, better chainsaw.

knowitman
February 27th, 2005, 23:44
What programs have you used to save the png files? The program I used only saves them in 24 bit format.

boodle
February 28th, 2005, 06:16
What programs have you used to save the png files? The program I used only saves them in 24 bit format.

The Gimp (http://www.gimp.org/) is a pretty good one that I use a lot. Windows install files can be found here (http://gimp-win.sourceforge.net/stable.html) - you need to install the "GTK+ 2 for Windows (version 2.4.14)" and "The Gimp for Windows (version 2.2.3)" files.

Neospy
March 1st, 2005, 01:36
Gee.... Um, would anyone make a site to host all of this Hi-Res goodness? Wait, i volunteer! Expect a link sometime soon.

>Neospy

_pm_
March 1st, 2005, 03:02
I made hires textures for Mario64's numbers (lives counter, red coins count, etc).

The screenshot below shows my numbers, my modified Mario face in the lives counter and a modified star (also included, need to work more on this), combined with Cloudscape's textures.

EDIT: Alpha channels are correct now. Also, merged the xxxx_rgb and xxxx_a files into xxxx_all. But for some reason, the numbers still don't look very good in the lives, coins and star counters (?).

Shin_Gouki
March 1st, 2005, 03:09
a such nice work growing here!
would be nice if there could be a sticky were all new textures sorted by game could be found ( including links)
wbr Shin Gouki

MiLO83
March 1st, 2005, 03:57
Rice, Orkin, what are your thoughts on normal mapping?
Did you look at my links Rice?

If you can load high-res textures, I'd imagine adding normal mapping to be
easy to implement and an even greater enhancement than just upping the resolution of flat textures.

This would add alot of depth to n64 games, wood would look like wood, and not wood wallpaper. Low poly cars with painted scoops and taillights would be able too look like 200,000 poly models.

Same old link:
http://www.monitorstudios.com/bcloward/tutorials_normal_maps5.html

New link:
Normal Mapping in the Unreal 3 Engine. (http://www.unrealtechnology.com/html/technology/ue30.shtml)
(Half way down the page, look for "Distributed Computing Normal Map Generation Tool")

Thanks for your time,
- MiLO83

Rice
March 1st, 2005, 04:29
MiLO83

I don't want to be to one to discourage you, but I don't think I am the one who have the will to push N64 emulation that far.

hurleybird
March 1st, 2005, 04:31
Thats parallax mapping in those unreal 3 screenshots. More advanced than normal mapping.

knowitman
March 1st, 2005, 04:46
I don't know how to get my textures to work. I have saved them in the Gimp. I know they have to be 32 bit with alpha or 24 bit bmps. I have tried both. And for teh filename i just copied and pasted the filenames so I know they are the same.

Knuckles
March 1st, 2005, 05:41
I would like ask , anyone that can start making high-res textures for GoldenEye OR/AND Perfect Dark level will be welcome in either the GE or the PD mod team . Of course, to use the textures in the mod (s) :P

btw: great works on the textures everyone, I really should try them myself one day ;)