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cloudscapes
February 27th, 2005, 06:13
Version .006 - November 11, 2005
-Second and third floor of castle: Done.
-WET-DRY WORLD: Done.
-SNOWMAN'S LAND: Done.
-TALL, TALL MOUNTAIN: Done (minus the slide).
-TINY-HUGE ISLAND: Done.
-RAINBOW RIDE: Done.


These are not a segmented archive. Every time there's an update, you just need to download the new pack and extract it to your SUPER MARIO 64 folder (in whatever directery structure you see fit). Meaning if the last file in the attachments is 006 and that you got all of them, then next week you'd only have to get 007, and so-on and so-forth.

Included readme for more info.

cooliscool
February 27th, 2005, 07:21
Looking AMAZING! Keep up the great work, all of you.

floopy
February 27th, 2005, 08:44
Wow! Very impressive. Looks like i'll be playing Mario64 again. :)

Poobah
February 27th, 2005, 09:20
Keep up the good work! This is brilliant!

_pm_
February 27th, 2005, 09:53
Very impressive. Keep the good work!! :)

ScottJC
February 27th, 2005, 13:19
here's some textures that i'd like to be done the most, this work is very impressive...

The Mario lives counter and star count, i suspect they share number textures.

Mario himself is seen throughout the entire game, he could use a make-over :P

and don't forget the power bar! but i assume you plan to do these things :)

Anyway, this work is awesome, well done and its far better than I could ever do.

Stezo2k
February 27th, 2005, 13:21
wow, the textures look much nicer :) keep up the good work

DarthDazDC
February 27th, 2005, 13:29
here's some textures that i'd like to be done the most, this work is very impressive...

The Mario lives counter and star count, i suspect they share number textures.

Mario himself is seen throughout the entire game, he could use a make-over :P

and don't forget the power bar! but i assume you plan to do these things :)

Anyway, this work is awesome, well done and its far better than I could ever do.
I agree, when i play it with the great new textures, the HUD always bothers me, if someone redid the that'd be great :D

cloudscapes
February 27th, 2005, 14:00
Thanks everyone. :)

I stated in the rar's readme.txt that I've decided to wait for UI textures, especially since it looks like others are giving a crack at it (should of put the readme.txt i na more visible place for one thing). Although I might change my mind and fix what we see during gameplay.

ScottJC: Do you mean the little Mario in the upper-left corner or gameplay Mario? Aside from the sideburns, parts of the face and the 'M' on the hat, I can't really edit gameplay Mario as his body doesn't use textures.

I'll eventually fix his face for when we have those closeups.

ScottJC
February 27th, 2005, 14:17
Well then the Hud surely uses textures, take a look at the screenshot I attached.

cloudscapes
February 27th, 2005, 14:22
Well then the Hud surely uses textures, take a look at the screenshot I attached.

Yup, it does. I've seen them. :)

minkster
February 27th, 2005, 18:58
Ahh I keep getting CRC errors when I download the part 2 of the mario texture pack. Is anyone else expieriencing these problems....I've tried downloading it 4 times, but still no dice. The screenshots look great though. Keep up the good work!

Tene
February 27th, 2005, 19:13
Ahh I keep getting CRC errors when I download the part 2 of the mario texture pack. Is anyone else expieriencing these problems....I've tried downloading it 4 times, but still no dice. The screenshots look great though. Keep up the good work!

I got the same with part 3 & 4 of the OoT pack Rice posted ... as well as part two of these textures.

cloudscapes
February 27th, 2005, 19:28
Odd, I downloaded them myself after uploading them to test them out. Make sure you unpack both of them at the same location, they're dependant on each-other or else it just won't work. Otherwise your download manager might be corrupting them, or you have too old a version of WinRAR, just guesses.

I have to use solid archiving (which makes the two dependant on each-other, and more prone to CRC errors) or else the package is twice as big because of the duplicates. texture_all.png and texture_rgb.png are the same but for some reason I need both of them.

I'll try and make this easier for the next packages.

Clements
February 27th, 2005, 19:30
Fantastic job! Used in conjunction with the hq4x texture filter to smooth the fonts and stuff, SM64 has never looked better.

Nasorean
February 27th, 2005, 19:39
Do you mean the little Mario in the upper-left corner or gameplay Mario? Aside from the sideburns, parts of the face and the 'M' on the hat, I can't really edit gameplay Mario as his body doesn't use textures.


even though mario is not textured he is gourad shaded n that is dependent on the amt of pixels that are present in a given texture. improving marios textures wont make a big difference but it will make a difference.

gandalf
February 27th, 2005, 23:09
help!
I moddified some textures in MArio 64 and they didnīt show!.
I moddified the RGB and the alpha texture.
Here a pic

EDIT: Sorry,that pic is with Rice Video 6.0.0 c,now with R V 6.10. they simply didnīt appear, only the default texture

cloudscapes
February 27th, 2005, 23:45
Thanks again guys. :F If possible I'd like to complete two or three (or more) levels per week. So far it's really fast!

Nasorean: I'm not quite sure what you mean. AFAIK gouraud shading is on a per-pixel basis, not per-texel.

gandalf: wtf indeed! that's a strange bug. I did not include any texture replacements for the HUD in my package, could it be you tried somebody else's? the structure should be like this:

\plugin\hires_texture\SUPER MARIO 64\*.png

I'd reccomend deleting everything in hires_texture (back it up first in necissary) and then copying these textures again from scratch. If that doesn't work (and the 'use hires textures' option is on) then I don't know. :\

DIT: do yo uhave BMGLibPNG.dll in PJ1964's directory and not the plugin directory?

gandalf
February 28th, 2005, 00:03
i have your texture pack and it work fine.
I use Adobe photoshop to edit them and save them to png with the original name.

cloudscapes
February 28th, 2005, 00:47
i have your texture pack and it work fine.
I use Adobe photoshop to edit them and save them to png with the original name.

Make sure you have both files for each texture, three files if it's a texture with an alpha. The only differences in the filename between the two is _all and _rgb (and _a for the third in some cases).

Send me one or two of the textures via email and I might be able to let you know what's wrong.

eblythe (at) mochamail (dot) com

Nasorean
February 28th, 2005, 01:58
Nasorean: I'm not quite sure what you mean. AFAIK gouraud shading is on a per-pixel basis, not per-texel.




duh!!
yeah man i know, long night n slow morning if you catch my drift

Tate6566
February 28th, 2005, 03:20
This is a great idea, but i feel i lack the artistic ability to edit the images myself. do u have any tips on how to go about it cloud. Keep up the good work.

_pm_
February 28th, 2005, 05:07
here's some textures that i'd like to be done the most, this work is very impressive...

The Mario lives counter and star count, i suspect they share number textures.

Mario himself is seen throughout the entire game, he could use a make-over :P

and don't forget the power bar! but i assume you plan to do these things :)

Anyway, this work is awesome, well done and its far better than I could ever do.

Sure, Cloudscapes is doing a great job retexturing :)
I'd like to make a little contribution for the lives counter :)

cloudscapes
February 28th, 2005, 05:37
Haha _pm_, brilliant :D
certainly better than redrawing it alltogether.

TerraFrost
February 28th, 2005, 07:03
looking good!

have you included Orkin's textures (http://www.emutalk.net/showpost.php?p=260207&postcount=231)?

now, i just wish that someone would start an official project for zelda: the ocarina of tme, heh :)

cloudscapes
February 28th, 2005, 15:14
looking good!
have you included Orkin's textures (http://www.emutalk.net/showpost.php?p=260207&postcount=231)?


I haven't, although if it's okay with Orkin, I'd like to link to his pack from my thread if/when he releases one (or something). For the work he's done so far, I couldn't do better!

h3h3
February 28th, 2005, 15:35
youre doin an awesome job for sure,cloudscapes...
finally mario64 has gotten intresting again :-))
reeeeeeeeally appreciated..!!

btw u should release the packages separately like level 1 level2 and so on..(and maybe host em somewhere?!?) otherwise the attachment files will get too big one day

cloudscapes
February 28th, 2005, 15:46
Thanks h3h3 :) that's part of the reason I want to do this. So that we can all reply the game with a slightly different feel.

However I don't think I want to release the packages on a per-level basis. I admit that I did think of doing that, but with all the shared textures, it would of been weird. Either there would be duplicates, or missing textures alltogether if I didn't include the shared ones (suppose someone just downloads a few levels). I'd rather release weekly as one big package, however split up into pieces.

Stop It
February 28th, 2005, 16:11
Very nice work cloudscapes, some very nice textures, and thanks to clements for informing me that the hq4x texture enhancement is good, cause I never even touched the texture section until 6.10, wish I did sooner, now, if only someone started on goldeneye....... *legs it :P

Rice
February 28th, 2005, 18:17
help!
I moddified some textures in MArio 64 and they didnīt show!.
I moddified the RGB and the alpha texture.
Here a pic

EDIT: Sorry,that pic is with Rice Video 6.0.0 c,now with R V 6.10. they simply didnīt appear, only the default texture


AFAIK, alpha compare is used for these textures. What you want to do is to check the alpha texture you made, and make sure the alpha values were not averaged down when you did resizing of it. You may want to manually work on the alpha texture instead of just resizing it from the original alpha texture by using a weight average filter so something like that.

cloudscapes
February 28th, 2005, 21:50
Ran into my first problem: can't seem to get the emulator to see my new texture. It's the right name, I'm looking for it in the right place in-game, tried both BMP and PNG, saved multiple times, and saved it exactly the same way as all the other working textures. Even tried switching from one API to another. How odd. Must be a problem with this computer, I'll see what happens on the computer at home tonight.

EDIT: nevermind fixed it. forgot to rotate it back to it'S original position. I often rotate textures 45 degrees to paint on them.

Rice
March 1st, 2005, 01:00
I have just tried the texture pack. The new textures look amazing.

Great job, cloudscapes.


Rice

Federelli
March 1st, 2005, 02:50
Indeed as true to the original as possible, an amazing job. Keep it up. Orkin's textures also look great.

Orkin
March 2nd, 2005, 07:57
Awesome work cloudscapes!

As soon as I finish up my letters and numbers I'll post it here, and you can add it to your pack.

Here's a pic of what I've been busy with lately. I can go all the way to 1280x960 fullscreen and the text is still sharp! (btw Rice, it appears there's a lack of z-buffering here)

knowitman
March 2nd, 2005, 14:04
Wow. Those letters look amazing compared the the original ones.

Rice
March 2nd, 2005, 14:29
Awesome work cloudscapes!

As soon as I finish up my letters and numbers I'll post it here, and you can add it to your pack.

Here's a pic of what I've been busy with lately. I can go all the way to 1280x960 fullscreen and the text is still sharp! (btw Rice, it appears there's a lack of z-buffering here)


Wow, Orkin, the new textures are amazing. Did you hand draw all the text textures?

Which part do you think lack of z-buffering here?

cloudscapes
March 2nd, 2005, 14:58
Orkin: amazing looking text! perfectly smooth an no artifacts whatsoever! O.O

I'd love to include these textures in with my next pack (which I'll release friday or saturday). Either we can mix the textures and the info in one readme, or pack two folders, one for yours and one for mine (with seperate readmes) and have the user copy them. Whichever.

Awesome work!

Knuckles
March 2nd, 2005, 16:15
Which part do you think lack of z-buffering here?

look at peach's neck :P

Orkin
March 2nd, 2005, 17:19
Rice: Yes, I'm redrawing each letter individually. It takes awhile (I'm still not finished, I just got enough done to show that shot), but I wanted to keep the original look and couldn't find any matching fonts. And as knuckles pointed out...Peach's neck is dislodged...

cloudscapes: I've put my textures in a seperate folder from yours so I can manage them easier (thanks for including recursive folder searching, Rice!). We can just zip my folder along with your textures into the same pack (single readme, simpler for the user that way), so all the user has to do is unzip it into their hires_texture folder.

cloudscapes
March 2nd, 2005, 18:16
Excellent! I didn't know about the recursive folder searching. Very useful!

Off-topic: how does one edit the title of a thread? I tried the Edit button and tried editing it there, but on the forum it stick with the old one.

_Ombra_
March 3rd, 2005, 05:59
Rice: i don't know if this problem is related to the z-buffering but probably it is. When you play with DirectX there are a lot of problems like that, especially if you use hi-res textures. Everything gets messed up once in a while. One object gets on top of another and textures too. With OpenGL i didn't noticed any problem.

Orkin: Awesome font, it looks really good

cloudscapes: Tried your pack and the game looks way better. Nice work with keeping the textures as close as possible to the original ones. Keep it up!

Rice
March 3rd, 2005, 06:08
Ya, I have just found the same problem. It is a minor bug regarding the z coordinates in DirectX. I will change it back.

GIR
March 3rd, 2005, 14:10
Hi all, I've modified a few sm64 textures, I'm taking this "project" very slowly one texture per day, at this rate I should be finished in 30 years :D

cloudscapes
March 3rd, 2005, 14:18
Very crisp textures GIR :D
(ps johnen vasquez / zim rules)

hizoka10
March 3rd, 2005, 15:52
I remake some textures to, let me know if find them nice I'll continue.
If you agree cloudscape, I could start this long work from the end of the game to save time.
Some textures don't always load don't know why, if someone could help me it would be great.
Cloudscape, as I say it in my read me, don't give both _all and _rgb/_a it takes place for nothing. only _rgb is required for textures that doesn't have a mask. Really grat work.

cloudscapes
March 3rd, 2005, 17:11
Hi hizoka10,

Yeah I found out about only needing the _rgb a few days ago. I didn't update the zips in this thread because I intend on only doing weekly updates. Thanks, though.

You're free to upgrade SM64 textures, but I think I'd rather continue up till the end for my pack (except maybe the text or character textures). I want to stick to a certain "painted" and slightly grainy style. Your textures don't really fit with that.

Little word of advice, some textures don't need upgrading at all. I noticed you upgraded the butterfly and star (on the doors) textures, but these are so small in-game that it doesn't make a difference IMHO. Also, you might want to add a little detail to blown up textures, like brush strokes, lines, and slight grain. A lot of your textures are nice, but (i hate to say it) some others look like they were only scaled up with bicubic filtering, maybe a bit of median (like the metal rusty door for example). In my opinion, it's only worth upgrading textures is actual detail is added, much like your pretty green marble-like texture, turquoize glowing pebbles, and others.

cloudscapes
March 5th, 2005, 00:59
Friday, March 4th, 2005
SUPER MARIO 64 - TEXTURE PACK v.003 (http://www.emutalk.net/showpost.php?p=260197&postcount=1)

And I just realized that I forgot inside the volcano for lethal lava land. No worries, it'll be done for the next friday update. Enjoy!

(I'd so edit the thread title to include the update but I can't seem to do that here, unless I'm missing something?)

ScottJC
March 5th, 2005, 01:09
wow, excellent work.

When you're done, I would love it if you would work on Banjo-Kazooie in the same way, that is Mario 64's only real competition in the platform department.

Poobah
March 5th, 2005, 02:46
Is there any chance that you could make the red carpet throughout the castle, and the grass used in bob-omb battlefield smoother? The grass texture just contrasts with itself too much...it doesn't really suit the game's 'cartoony' feel, and the same with the red carpet.

Rice
March 5th, 2005, 02:46
Wow, cloudscapes, your work is just increditable.

optimus$prime
March 5th, 2005, 03:21
very impressive! :bouncy:

keep it going!!

_pm_
March 5th, 2005, 03:30
Awesome!!!
Keep the good work :)

spork9
March 5th, 2005, 03:31
i wish i could get it to work. will some please drop me there screen name on any messenger and help. Please

AIM: drpibberxtra
msn: spork9@gmail.com
yim: spork_phd

TerraFrost
March 5th, 2005, 08:27
i think comparitive screenshots would be neat (ie. a screenshot of one scene with the high res. textures and one without) :)

regardless, the pics look good! :)

cloudscapes
March 5th, 2005, 15:40
ScottJC: Thanks. I don't know if I want to do Banjo Kazooie though, as I don't really own the game. Also this type of full-game conversion is a lot of work. I did it for SP64 because that game has a close place to my heart. :) But I've never even played Banjo Kazooie before. I've seen screenshots though and it does indeed have a nice style!

Poobah: I find the red carpet to be perfectly fine as it is! After-all, the main perpose to upgrade textures is to add grain and detail. :) You may be right about the grass though, I may decide to tweak it.

Rice/optimus$prime/_pm_: heh, thanks! :P

spork9: You probably need the US rom of the game. Did you read the readme included with the plugin?

TerraFrost: Thanks. Yeah I might do that, it's just they take up so much space on the page here, especially if I want to include screenshots of most of the sections I worked on for that update.

dragon_rider
March 5th, 2005, 15:54
I was wondering if the background textures (i.e the stalagmites/stalagtites in the Bowser level, and in others), could be upgraded in hi-res? Is it not feasible for those textures? Well, I was just wondering about that possibility, saying as the default background textures look way too bland and pasty IMO.

ScottJC
March 5th, 2005, 16:01
Banjo-Kazooie is VERY similar to mario64 in a lot of ways, you would love it cloud :)

cloudscapes
March 5th, 2005, 16:04
dragon_rider: As noted in my readme file, I'll probably wait before I upgrade those, if I upgrade them at all! The problem is that most levels use so many textures for these backgrounds,almost as many as normal environment textures in some cases. Also, I wouldn't be able to use my time-saving tricks as much on them (like for grain and cracks). I'd have to go and repaint them (using the original undernieth as a template). It's possible, I've done that for other environment textures in the game (like the bowser puzzle tiles in lava land) but it's much more time-consuming. For the moment, I'll concentrate on the foreground where all the action happens.

ScottJC
March 5th, 2005, 18:14
Figured out how to make a texture load in the plugin, I took the number 6 and resized it to 400% of its original size (including the mask), then drew a line in it so i could tell the difference. now i intend to redraw it, if i can that is!

My art skills sux0r's ;)

e2zippo
March 5th, 2005, 19:52
Very nice cloudscapes, mario64 never looked better :)
Now i just wish someone would redo the numbers and the life-counter as well :)

Stop It
March 5th, 2005, 21:45
Very nice work cloudscapes, it makes Mario64 look good again :)

John Doe
March 6th, 2005, 03:57
Hi... i'm new in here and stumbled over this thread. It's been a while since i last played "Super Mario 64" - and it's really great to see this old game in new bloom :) . So i wanna help a little and did this :blush: .

Maybe more to come...

Frogacuda
March 6th, 2005, 04:10
Those look really good John Doe. Thanks.

Now we just need Orkin's font stuff and a new camera and mario icon and the game will be looking pretty sharp. Keep it up, guys.

John Doe
March 6th, 2005, 05:35
I used this for the camera icon... but dunno if it works well.
What are you think about it?

pilm
March 6th, 2005, 15:29
A little contribution : the Whomp's face texture. Size was expended x 4 ; I have a x 8 version on request but I don't think difference is really noticable, even on the Big Whomp.
Feel free to include it in a pack.

bositman
March 6th, 2005, 15:51
Hmm since i havent played the game for a looong time and im not good at noticing differences(:P) can someone sum up what has been improved,something like a changelog?
Thanks and keep up the good work :)

Frogacuda
March 6th, 2005, 16:10
JohnDoe: It seems to work fine, but I think you'd be better off keeping things more as faithful as possible.

Now, if Orkin would just let us get his number/font textures we'd be rockin and rollin.

ScottJC
March 6th, 2005, 16:48
obviously not a very good texture ;) but I did a small change to this one...

it looks quite nice full screen.

ScottJC
March 6th, 2005, 16:49
Continuing from last post heres a nice attachment to show it off.

John Doe
March 6th, 2005, 18:06
Just something small for the intro ;) ...

ScottJC
March 6th, 2005, 18:17
doesn't appear to work correctly John, load mario and you'll see...

John Doe
March 6th, 2005, 18:24
I found the problem: you have to turn of "Alternative texture size calculation" in "Current Game Options" to make it work correctly...

ScottJC
March 6th, 2005, 18:32
I found the problem: you have to turn of "Alternative texture size calculation" in "Current Game Options" to make it work correctly...
I see...

John Doe
March 6th, 2005, 18:46
Btw... on the intro i get some small glitches, which i can see on "ScottJC's" Screenshot too (the nose). Or on my attached image: at the eyebrow.

I had this already on older Rice Video Plugins - but only under DirectX (no prob under OpenGL). But since version 5.9.9 i get it at both: DirectX & OpenGL :( . Maybe there's an setting to fix it?

Trotterwatch
March 6th, 2005, 19:21
The block you made Scott, is pretty good. However I think the lightbulb looks a tad too real, needs to be a little more cartoony. But the beauty of this plugin is you can have it however you want it I figure :)

ScottJC
March 6th, 2005, 19:43
it's a bit of a cheap effect trotter, i just took an image from google.. it doesn't really spoil the world too much, until someone makes something better it'll do hehe.

I'm looking for the blue and the red ones to make one for those. be back later with those.

ScottJC
March 7th, 2005, 00:16
I have now successfully applied my lightbulb thing to all of the 4 switch's...

Kid A
March 7th, 2005, 00:26
A little contribution. Nintendo Logo.

ScottJC
March 7th, 2005, 00:49
i'm working on the power bar, this is slightly harder... I may not be able to produce a good one, but its worth a shot right?

minkster
March 7th, 2005, 02:53
I've also been working on the powerbar. This is my first hirez texture. Feel free to comment on it.

Stop It
March 7th, 2005, 03:19
Nice, did you or are you going to do the other colours? (yellow, red etc?)

minkster
March 7th, 2005, 03:41
I'm planning on doing all the colors, which may take a while. I will keep you all updated though ;)

minkster
March 7th, 2005, 03:43
I'm planning on doing all the colors, which may take a while. I will keep you all updated though ;)

ScottJC
March 7th, 2005, 05:28
that one needs a bit more work, look at the outer circle.. thats my only complaint, otherwise its good.

here's my version of your little texture, its not much better... :P

I was never actually able to load any of these improved powerbar textures, the original sticks.

minkster
March 7th, 2005, 06:42
Yours looks good too. The stupid imaging program I'm using doesn't have a stencil of some kind to make a perfect circle. Eventually I'll get the kinks out of it. :P Do you know a good freeware program that could do such a thing? Thanks-minkster

Hexidecimal
March 7th, 2005, 08:07
I think the Gimp has that.

minkster
March 7th, 2005, 13:26
Yeah I just used it now and the circle looks much better thanks :)

John Doe
March 7th, 2005, 20:59
I've tried to recreate the power bar too - here is it (with some fonts and icons) :) ...

minkster
March 8th, 2005, 00:06
I finished mine except for the Mario face part...I'm new to redoing textures so I don't know if I can accomplish that any time quickly, but feel free to tell me what you think about the textures provided below. :)

3x3cUt0r
March 8th, 2005, 01:13
I've tried to recreate the power bar too - here is it (with some fonts and icons) :) ...

good job man, they look really nice

_pm_
March 8th, 2005, 01:21
I've tried to recreate the power bar too - here is it (with some fonts and icons) :) ...

Nice job, it looks awesome!! :)

EDIT: About that Mario face, try to see if this one fits in the power bar. I made it some days ago, use it if you like (It's an actual texture, the screenshot shows where it belongs).

Frogacuda
March 8th, 2005, 02:19
I've tried to recreate the power bar too - here is it (with some fonts and icons) :) ...
The icons look nice, but the power bar seems off too me. Try adding a slight bevel to the inner part of the wood lining that frames the power bar to make it look inset, and maybe make the divider lines a little thinner, or also inset. Right now it looks too much like a sticker pasted on top of the wood.

John Doe
March 8th, 2005, 03:36
OK... something more to play with ;) . I couldn't find any pics of the coins, so i rendered it by myself to create the icon. Hope you'll like it...

I also finished all numbers, some more symbols and items. Maybe i'll do some rework on the power bar :blush: ...

pilm
March 8th, 2005, 10:12
Numbers and icons are looking great ! And the Mario face Mask is a good idea too (any plans for Bowser's one ?)

I hope all this contributions will be merged in the next release of the pack !

John Doe
March 8th, 2005, 18:42
Here are the other masks and some more... enjoy!

Kolano
March 9th, 2005, 04:14
It surprises me no one had done these yet, since they are probably some of the easiest textures to do. In anycase, here are high res versions of all the orb textures (Bombomb's, Chomps chain, etc).

Poobah
March 9th, 2005, 07:05
Could you guys make a new thread for this? This is a thread for Cloudscapes' texture pack.

e2zippo
March 11th, 2005, 18:26
Come on cloudie, give us an update :bouncy:

cloudscapes
March 11th, 2005, 19:07
Come on cloudie, give us an update :bouncy:

Tell you the truth I've been busy/uninspired this week. :/ No update this friday.
Sorry, real life getting in the way. :) I knew from the start that this wouldn't be done in just a few weeks anyway. I'll do some this weekend which will guarantee the next friday update. I can usually do a whole level in a couple hours.

e2zippo
March 11th, 2005, 23:45
That's ok, game is way playable as it is!
If just Orkin would release his font pack :P

Cheers!

j234
March 12th, 2005, 21:07
John Doe, what program/filters/effects did you use on the "courses" picture? It looks really good.

John Doe
March 13th, 2005, 00:42
The "course" was created in PhotoShop, with a custom made wood texture on multiple layers (one for the darker and one for the lighter wood), another layer for text (with a custom made color effect) and the build-in layer effects of PhotoShop (bevel/emboss and shadow).

Zer Eviv
March 18th, 2005, 23:14
Cloudscapes, you have done a great work.
please, could you pack all your graphics in one package?, I'm get lost why all your graphics :whistling

cloudscapes
March 19th, 2005, 01:16
Cloudscapes, you have done a great work.
please, could you pack all your graphics in one package?, I'm get lost why all your graphics :whistling

Thanks. And yes, the next update will be in one archive since now the size limit has been raised.

Update ETA a couple hours.

cloudscapes
March 19th, 2005, 02:19
Super Mario 64 texture pack v.004 (http://www.emutalk.net/showpost.php?p=260197&postcount=1)

Would of made it just one file but the thing timed out on me at the end each time, even if it took a minute to upload six and a half megs.

cooliscool
March 19th, 2005, 02:33
... Beautiful

/me is in awe

Kolano
March 19th, 2005, 03:07
I appreiciate authors wanting to keep things to themselves, but someone does need to start compiling all the various packs into 1 pack of the best textures.

You are more than welcome to include my textures in your pack Cloudscape.

SWAT_Marc
March 19th, 2005, 03:19
Kolano, I don't agree.

Each pack of textures is different, each member does every teture its own way, so mixing them together in one pack would be nothing but confusing.

We can have, as said in previous threads, a "serious pack" for SM64 and other "toon pack" for the same game, making it a completely different experience.

ray16
March 19th, 2005, 04:52
IMO, the only pack that should be combined with Cloudscapes is JD's Menu/HUD textures.

Weatherton
March 19th, 2005, 08:53
Where is that pack that had cell-shaded trees? I saw the pix once but can't find them anymore :( Someone must know what I'm talking about, it looked fantastic!

Poobah
March 19th, 2005, 10:39
IMO, the only pack that should be combined with Cloudscapes is JD's Menu/HUD textures.

What about Kamran's textures? I know he isn't too dedicated, but his textures are very, very professional. In fact, they look more like originals that were scaled down for the games than scaled up versions of the game's ones...

ToninhoFWi
March 19th, 2005, 18:18
Hi Clodscape, first of all I want to congrat you for your superb job, and I need know, if you recomend us to merge any other texture pack with your pack. IMO this can help us well.

Thanks.

minkster
March 20th, 2005, 19:35
I'm not planning on making a whole texture pack for SM64, but I did start working on the paintings when you jump into each level. I only did one because I want to see if I should keep working on it or not. Well here is what it looks like. Keep up the good work Cloudscape I love those texture packs :icecream:

ray16
March 21st, 2005, 05:11
Looks pretty close to the original, but it really needs more color and a better cloud background. Good work though.

Kolano
March 21st, 2005, 05:16
Kolano, I don't agree.

Each pack of textures is different, each member does every teture its own way, so mixing them together in one pack would be nothing but confusing.

We can have, as said in previous threads, a "serious pack" for SM64 and other "toon pack" for the same game, making it a completely different experience.

My point is that to complete the full retexturing of any game is going to be difficult for any one person to complete (unless we are willing to wait a long time, they are very dedicated, or the quality of the textures is allowed to slip). Since currently many authors are trying to stay as close to the original textures as possible, dividing the work between authors simply cuts down on the work,and should not result in a confusing mix of textures. I am in full support if authors do not wish to share their tectures with others. However, allowing for sharing will result in full retextures much quicker than one person working alone would.

Once again, any author may feel free to use my textures in their package.

TerraFrost
March 21st, 2005, 17:40
any plans to add the textures from this thread (http://www.emutalk.net/showthread.php?t=26576)? also, although i don't know what all is new in this texture (http://www.emutalk.net/showthread.php?t=26486), and plans on adding it?

cloudscapes
March 21st, 2005, 19:12
Thanks everyone. :) I appoligize for the relative smallness of friday's pack. Fortunatelly I was inspired this weekend and managed to get about 70 done on the weekend (three mini levels, three full levels, and a few odds and ends). I hope to have a little over a hundred total for next friday. To give you an idea of where I'm at, I've started the second floor of the castle (the part that requires 30 stars and a key to get in). Rejoice! Finishing every level of the game is a very real thing! Once all the environment textures will be finished, there will only be the UI textures, character textures, and skyboxes/backgrounds. I haven't decided yet if I should do them, or just point towards somebody else's back. I may only do the backgrounds, as well, as there already exists an excellent UI pack.

Upgrading these textures is a fun excersize for me. The textures I'm creating at work for our next game are great but aren't really cartoony, and I prefer the detailed (non cel shaded) cartoony kind.

Kolano: I don't really agree, as you've got a lot of different styles. A painted style texture would not go well with a realistic or toon-shaded style texture, even if they are all excellent.

Poobah/TerraFrost: Kamran's bowser puzzle textures (and others) is indeed outstanding. It blows my puzzle texture away in terms of quality and sharpness. However it's a question of style. I'm using a painty slightly gritty feel, so an ultra sharp texture might be a little out of place. You're free to merge his textures into my pack in your plugin folder, but I'd rather keep the integrity of my release, at least for now.

Veracity
March 21st, 2005, 21:16
This makes mario so beautiful. I've been playng it all afternoon

Kerber2k
March 25th, 2005, 09:10
My cents worth very little, but worth a look.
-Coins
-Mushroom
-Goomba face
http://img107.exs.cx/img107/9691/mushroommadness8vd.th.jpg (http://img107.exs.cx/my.php?loc=img107&image=mushroommadness8vd.jpg)
http://img165.exs.cx/img165/2048/mariocoins4oh.th.jpg (http://img165.exs.cx/my.php?loc=img165&image=mariocoins4oh.jpg)

GrumblyStuff
March 25th, 2005, 13:04
This makes mario so beautiful. I've been playng it all afternoon
God damn it. Don't post BMPs.

guruguru-
March 25th, 2005, 22:25
My cents worth very little, but worth a look.
-Coins
-Mushroom
-Goomba face
http://img107.exs.cx/img107/9691/mushroommadness8vd.th.jpg (http://img107.exs.cx/my.php?loc=img107&image=mushroommadness8vd.jpg)
http://img165.exs.cx/img165/2048/mariocoins4oh.th.jpg (http://img165.exs.cx/my.php?loc=img165&image=mariocoins4oh.jpg)

great work :bouncy:

cloudscapes
March 26th, 2005, 01:29
SUPER MARIO 64 TEXTURE PACK V005 (http://www.emutalk.net/showpost.php?p=260197&postcount=1)

Huzzah! Download now while it's still warm!

I decided to supply it in zip format now, even though personally I prefer rar. Reason is that more people can open zips than rars. You'll also notice my new downloading structure!

_pm_
March 26th, 2005, 01:32
SUPER MARIO 64 TEXTURE PACK V005 (http://www.emutalk.net/showpost.php?p=260197&postcount=1)

Huzzah! Download now while it's still warm!

I decided to supply it in zip format now, even though personally I prefer rar. Reason is that more people can open zips than rars. You'll also notice my new downloading structure!
Wow, excellent work Cloudscapes!!! Your work is just amazing!! Keep it up! :)

Trotterwatch
March 26th, 2005, 01:34
Wow, that is excellent work. Personally I prefered .rar files though, but whatever eh ;) The textures are the main thing.

ToninhoFWi
March 26th, 2005, 13:23
Congratulations for your work. SM 64 looks betther than ever. I love your textures.

ScottJC
March 26th, 2005, 13:41
You've completed a massive amount of the games textures, this is friggin awesome, *jaw drop*. Also... Who cares that more people use Zip? how hard is it to download winrar anyway... people who don't have it should have it as it is a standard.

Noxious Ninja
March 26th, 2005, 21:16
Wow, that is excellent work. Personally I prefered .rar files though, but whatever eh ;) The textures are the main thing.

Might as well use 7-Zip, if it compresses the textures more than RAR. WinRAR 3.4 can open 7z files, anyway, so it's not that much more hassle. Or you could make an SFX archive; the 7-Zip SFX option only adds 80 KB.

Trotterwatch
March 26th, 2005, 21:26
I'd be happy with .7z too :) My main point was that .rar is a pretty standard format now and people such as MP3 e o shouldn't be dictating what should and shouldn't be uploaded ;)

Anyways lets keep all this on topic now. Back to the Smash Bros discussion.

cloudscapes
March 26th, 2005, 21:52
I don't compress these archives, I just use "storing" archiving. The reason is that PNGs compress extremelly poorly.

Just now, I archived all 310 of my textures to test:
-ZIP using "store" archiving (basically zero compression, but still a bit better than nude files as there isn't wasted cluster space)
-7-ZIP using best compression.
-RAR using best compression, solid archiving, and forced true-color compression.
I only saved 11kb between ZIP and RAR (7-ZIP placed between the two), out of a little over nine megs. The resulting gain in compression is too small and just isn't worth the risk that some people won't know what to do with a RAR, even if it's like five out of a hundred.

But me too, I personally prefer RAR. I use RAR all the time for my stuff, except when sharing with others, and especially if what I'm archiving compresses poorly, it just isn't worth it.

EDIT: If my textures were BMPs, I'd save over a meg (out of nine) in my RAR archive with the same settings, but it's over double in size once extracted. Not worth it IMHO.

krhyluv
March 26th, 2005, 22:14
the downloads aren't working for me. got an ed2k link or something? Also, do you need all 5 packs, or does 5 include the previous 4? It doesn't look like it to me based on file sizes.... One file would be better though, no?

rhY

_pm_
March 27th, 2005, 00:22
I don't compress these archives, I just use "storing" archiving. The reason is that PNGs compress extremelly poorly.

Just now, I archived all 310 of my textures to test:
-ZIP using "store" archiving (basically zero compression, but still a bit better than nude files as there isn't wasted cluster space)
-7-ZIP using best compression.
-RAR using best compression, solid archiving, and forced true-color compression.
I only saved 11kb between ZIP and RAR (7-ZIP placed between the two), out of a little over nine megs. The resulting gain in compression is too small and just isn't worth the risk that some people won't know what to do with a RAR, even if it's like five out of a hundred.

But me too, I personally prefer RAR. I use RAR all the time for my stuff, except when sharing with others, and especially if what I'm archiving compresses poorly, it just isn't worth it.

EDIT: If my textures were BMPs, I'd save over a meg (out of nine) in my RAR archive with the same settings, but it's over double in size once extracted. Not worth it IMHO.
If file size is a problem for you, you may try using JPEGs instead of PNGs.
As all of us know, JPEG is a lossy image format, but you can try applying different levels of compression and see if you get smaller files without losing too much quality. Ironically, some simple textures seem to compress better in PNG.
As an example, I'm saving about 1mb in my Diddy Kong Racing texture pack, using a PNG-JPEG combo, and the JPEGs quality is very close to my original PNGs.
Personally, I prefer PNG rather than JPEG (especially for textures with alpha channels/transparent areas), but if you need/want to reduce the texture pack size, JPEG may help.

I was also considering the possibility of using 7z archives. For now, I'm only saving 300kb in SSB (compared with RAR, maximum compression), but the difference may be bigger in the future. Plus, I didn't play with all the 7z options yet. I'll keep using RARs for now.

Noxious Ninja
March 27th, 2005, 00:53
I don't compress these archives, I just use "storing" archiving. The reason is that PNGs compress extremelly poorly.

Just now, I archived all 310 of my textures to test:
-ZIP using "store" archiving (basically zero compression, but still a bit better than nude files as there isn't wasted cluster space)
-7-ZIP using best compression.
-RAR using best compression, solid archiving, and forced true-color compression.
I only saved 11kb between ZIP and RAR (7-ZIP placed between the two), out of a little over nine megs. The resulting gain in compression is too small and just isn't worth the risk that some people won't know what to do with a RAR, even if it's like five out of a hundred.

But me too, I personally prefer RAR. I use RAR all the time for my stuff, except when sharing with others, and especially if what I'm archiving compresses poorly, it just isn't worth it.

EDIT: If my textures were BMPs, I'd save over a meg (out of nine) in my RAR archive with the same settings, but it's over double in size once extracted. Not worth it IMHO.

Zip won't save any space, but rar or 7z with solid archiving does save space.

I just have the first pack right now; I'm on dial-up, and I'll get the others tonight. Here's how it stands, though:

Original size of folder with textures: 642 KB
7-Zip .zip - max compression - 646 KB
7-Zip .7z - max settings, except for memory at 128MB, - 649 KB
7-Zip .7z - max settings, except for memory at 128MB, solid - 613 KB
WinRAR .rar - Rar, best, solid - 644 KB
WinRAR .rar - Rar, best, solid - 610 KB

That's already more than 11KB. I wonder what was happening with your tests.

Clements
March 27th, 2005, 01:06
Looks like I'd save 1.07 seconds downloading time with solid compression Vs. Store compression on my cheapo 256k connection for that particular archive. :P

cloudscapes
March 27th, 2005, 03:04
the downloads aren't working for me. got an ed2k link or something? Also, do you need all 5 packs, or does 5 include the previous 4? It doesn't look like it to me based on file sizes.... One file would be better though, no?


That's strange, what browser are you using? They aren't ED2K links, no. The links should redirect to the actual file apon clicking on them. And yes you do need all of the files that are there if you've never downloaded this pack before. Each texture addition I will do will work as an additional pack along with those five. So if I upgrade 50 textures this week, then you'll have a new zip with just 50 textures, named "SM64_texturepack_v006.zip", and so on and so forth.

Noxious Ninja, _PM_ : perhaps I didn't explain correctly :) English isn't my first language. What I meant to say is that I didn't think the download size difference between compressed and uncompressed was big enough to justify a quality compression algorithm (like RAR and 7-ZIP). I'm using ZIP for now because (although RAR is my personal favorite) I'd much prefer everyone spend a couple more seconds downloading than a few people not knowing what to do with a RAR/7Z archive.

krhyluv
March 27th, 2005, 03:49
They all work now. Look awesome too. Great job. What a great game, and what a nice update. Thanks!

rhY

Noxious Ninja
March 27th, 2005, 15:45
Well, now that I have all the packs, I see it only makes 100 KB difference overall. So, yeah, no problems. :P

Thanks for your awesome work.

anders339
March 27th, 2005, 22:00
Nice work, mates!!
I just downloaded the SM64 Rom, and I hope that I can complete the game without cheats (i couldn't do that before, because on the level that you are goin to find the Bowser sub and get the star, the whole thing was gone!! with the star :O!!11) and now the games grafhics kicks ass! What a plus!

cloudscapes
March 28th, 2005, 05:02
anders339: I believe you can pass it with just 70 stars (there are over 100 in the game), so the sub star is optional. :D

Weatherton
March 28th, 2005, 05:53
The sub star is necessary for opening up Bowser 2 which is needed to get the key to open the door to go upstairs... the star is needed even in a 16 star run (which involves glitching through several doors and the endless stairs). 70 stars are needed to beat the game legitmately, every star in the game (except the Bowser sub star) can be skipped using glitches. There are 120 stars in total in the game.

cloudscapes
March 28th, 2005, 05:58
Thanks Weatherton, I stand corrected.
I haven't beat this game in years, so I must of forgotten.

MuhMuh
March 28th, 2005, 16:09
This game has never looked that good.
Well done.

anders339
March 28th, 2005, 16:20
The sub star is necessary for opening up Bowser 2 which is needed to get the key to open the door to go upstairs... the star is needed even in a 16 star run (which involves glitching through several doors and the endless stairs). 70 stars are needed to beat the game legitmately, every star in the game (except the Bowser sub star) can be skipped using glitches. There are 120 stars in total in the game.
Yes, but the sub weren't there and SM64 glitches is the thing is suck on the most :yucky:

cloudscapes
March 28th, 2005, 16:40
Yes, but the sub weren't there and SM64 glitches is the thing is suck on the most :yucky:

When jumping into a level and getting to its title screen, you can choose which star and hence which "game" in the level yo uwant to play. :) Just hit left/right on that title screen untill you highlite the correct star. The "board bowser's sub" is the first one I believe.

anders339
March 28th, 2005, 16:46
When jumping into a level and getting to its title screen, you can choose which star and hence which "game" in the level yo uwant to play. :) Just hit left/right on that title screen untill you highlite the correct star. The "board bowser's sub" is the first one I believe.
...The actual sub isn't there! With the star to grab! It's shit I tell ya!

Anyway, i tried to edit the Bowser level doors and here's the shit = http://img82.exs.cx/img82/407/bowserdoors1zz.jpg

cloudscapes
March 28th, 2005, 17:53
...The actual sub isn't there! With the star to grab! It's shit I tell ya!

Anyway, i tried to edit the Bowser level doors and here's the shit = (pictar)

The sub isn't there when you select the *first* star of the course?
Something's not right. I've never heard of that happening.

Often when people say "the shit" sometimes it means it's a good thing. Is that the result you actually intended? Did you save in the same format? Does it have exactly the same name? If it's not what you wanted zip the texture(s) you edited and attach it in a reply, I'll have a look.

EDIT: Looks like something from Paper Mario.

Nin_10_Dough
March 28th, 2005, 18:44
If the sub isn't there on the first star, then you have a messed up rom image. btw cloudscapes, that isn't from paper mario, it's from Super Mario World.

anders339
March 30th, 2005, 14:16
The sub isn't there when you select the *first* star of the course?
Something's not right. I've never heard of that happening.

Often when people say "the shit" sometimes it means it's a good thing. Is that the result you actually intended? Did you save in the same format? Does it have exactly the same name? If it's not what you wanted zip the texture(s) you edited and attach it in a reply, I'll have a look.

EDIT: Looks like something from Paper Mario.

The SM64 sub thing is shit shit, but the Screnie is like : Dis is da shit. And NO it's from SMW. Is it any good?

cloudscapes
March 30th, 2005, 14:49
This texture has exactly the same name as the left side of the star door texture. Letter per letter, number per number. If this texture is not what you intended to be on the bowser door ,there's your problem.

Frogacuda
March 30th, 2005, 16:41
Very nice progress. Looks like complete retexturing is a very real possibility. I'm amazed at both the quantity of what's been done, and the quality of it all. They have a kind of painted quality that maybe wasn't there originally, but it certainly compatible with the game's style, and works great.

I do think that the trees might look better if they were just re-rendered in a higher resolution, in keeping with the original, though. Same approach should be taken for the coins and such when the time comes. Has anyone tried this yet?

anders339
March 31st, 2005, 13:54
This texture has exactly the same name as the left side of the star door texture. Letter per letter, number per number. If this texture is not what you intended to be on the bowser door ,there's your problem.
Wtf?? No it isn't!
The right side is SUPER MARIO 64#1EBAE88A#0#2_rgb.png
The left side is SUPER MARIO 64#F2897E05#0#2_rgb.png
Right!?

EDIT : OMG MBE!! AGAIN!!
...But it IS the star door

cloudscapes
March 31st, 2005, 14:50
My mistake, I didn't know there were two textures there, thought there was only one.
Yes, left and right side. And yes they have the same name as the star door.

HostileEagle
March 31st, 2005, 23:13
...Same approach should be taken for the coins and such when the time comes. Has anyone tried this yet?Not sure if I've misunderstood or not, but I'll point to them anyway...
Nice coins by Kerber2k... page 8 of this very thread.
Have a look...
here >> http://www.emutalk.net/showthread.php?t=26270&page=8&pp=15

cloudscapes
April 1st, 2005, 15:17
Won't be updating this friday.

Too busy with preparing our game for E3. :(

JinXD
April 1st, 2005, 16:05
Won't be updating this friday.

Too busy with preparing our game for E3. :(:(

Guess it just means an even better pack next Friday :D

cloudscapes
April 1st, 2005, 20:05
We'll see. I'll be fairly busy intill mid-may but I'll still try and release smallish packs of thirty textures now and then.

ScottJC
April 1st, 2005, 20:52
Just as well, people would think it was an april fools anyway...

PDK
May 10th, 2005, 14:06
Hi,
I'm pretty new to the scene, but I enjoy working on games, retexturing and modifying them pretty much.

I think you guys do really awesome work, even thou I'm wondering why some of the Mario64 Texturepacks don't use the maximum resolution possible.

Last week I started my first own retexturing project and modified some of the Mario64 textures. Some of them are pretty close to the original, but on others I tried to create new, more detailed surfaces. The textures replace mainly parts of the Peaches Castle. What took most time was retexturing the clouds (nearly two days, but with some long breaks ;) ). The new texture is from a Caribbean Wallpaper. I don't like it very much, but it was the closest picture I could find. If you find better ones, post them for me, so maybe in future releases I will replace the clouds again (they should have a resolution of at least 1024 x 600, that’s the size of the whole texture, that must be replaced).

What do you think of the Texture Pack?
Please be kind, like already mentioned this is my first Retexturing Project, but ill be happy about any constructive criticism and suggestions.

Here is the Pack (it's an SFX-RAR file that creates new folders in the Plugin-directory , when its correctly installed)

Tillmann
May 10th, 2005, 14:15
Can you post some non .exe files?
the .exe files makes me dizzy :) (you know its some virus fearing).

ToninhoFWi
May 10th, 2005, 17:15
I love your background castle. Keep your job please. Tested with pj64 1.6 and Radeon 9600 XT looks really nice.

mongo51983
May 10th, 2005, 19:16
Nice textures, I really like them, I would like to see more from you.

PDK
May 12th, 2005, 14:28
Originally Posted by Tillmann
Can you post some non .exe files?
the .exe files makes me dizzy (you know its some virus fearing).

If you scan the .exe file, you'll find out that there are only .png's inside of it, and you can also rightclick with WinRAR on it, extract it by yourself and place it where you want. Im not interesset in infecting anyones computer, why should I?
Maybe i'll compress the next release as a normal zip, less work for me ;)

ragnor
May 19th, 2005, 03:17
I;m doing a paper on the Origins and the projected future of the Mario and Zelda Franchises. If anyone who retextures on a regular basis could help me out, email me at kronotygre@gmail.com (crossposting between this and the Zelda threads, but... w/e)

SubDrag
May 19th, 2005, 15:27
There was a good article in NGC Magazine about Zelda. I can't remember the issue # though, sorry. It had a full timeline.

ragnor
May 19th, 2005, 22:43
damn. That woulda been sweet to add (I only have one print source, hahaha). Ah well, thx. Sorry for the OT

minkster
May 23rd, 2005, 21:34
Hmm...I haven't heard anything from cloudscapes for a while...or neither from orkin in that matter. I hope orkin releases those Mario 64 fonts he made by hand...they were looking awesome and Cloudscapes work is completely amazing. I hope all is well...keep it up :D - minkster

Harvest Sun O_O
May 29th, 2005, 05:50
Did Orkin ever complete his cel-shaded plugin? if so, where's the thread?

gandalf
May 29th, 2005, 22:11
Did Orkin ever complete his cel-shaded plugin?
No

Shin_Gouki
May 30th, 2005, 13:15
the correct answer is: not yet :P
wbr Shin Gouki

Orkin
May 31st, 2005, 02:05
The actual cel-shading is nearly complete, I'm just waiting to get hires-texture loading implemented (which is coming along, but right now it only loads *_all.png or *_ciByRGBA.png textures) before release, along with a few other fixes...

gandalf
May 31st, 2005, 05:02
oh man, wait until i get my new GeForce 6600GT :P

my old card....fx5200 just died :(

see wath happened to that card.... xD

AndyTHL
May 31st, 2005, 05:31
Hello,
I'm new here on this really cool Board :canadian:

Cloudshapes, your work is looking very good.
I'm new at this scene here, and yesterday I've installed "nineteen64", the Mario Rom, and let it run.

But i have definitively no Idea, how it works. :bye3:
I'm more an hardware guy, and have nothing to do with textures.
How can i add the new textures? :plain:

Do i need to install the neewest Version of Rice Video, too?
Where should i install your files, then?

Sorry, i know i have a lot of questions, but I'm completely new here.


Greetings, Andreas :ala:


Ps: If somebody knows, how to use the files here, he can send me Pm.

AndyTHL
May 31st, 2005, 06:41
Oh, i've get it , how to add the textures :saint:
I read the Readme-File from Rice Video.
And read something more from the Board here;)

Now, i have 2 Questions.
Is rice Video 6.1.0c okay for me, when I'm only gaming, or should i install a newer Beta Version?


Second Question:
How do i Install Rice Video as Plugin?
My English isn't very well, so i understand the readme file very bad.:(

First i've copied all files, from rice video in the Plugin Folder.
But then i would change the Rice Version, in the 1864 Menue, i got a Error Message :phone: . How do i install right, an which version shell i use?


Greetings, Andreas

h3h3
May 31st, 2005, 08:58
wow nice progress orkin :-DDDDDDD
hihihi can't wait

keep going!

Googol
May 31st, 2005, 09:09
Beta 10 is best as it is the version the newest projects are using. Keep 6.1.0 just in case though. As to the error messages, no doubt they are involving the BMG files and the mvc files. Get them both from the Rice's Beta 10 thread - BMGLibs is the one. Hopefully this solves your problems.

And Orkin - WooHoo! Good to see you're almost done. I haven't got a good card, so I won't be able to use it, but hey - it's good news.

AndyTHL
May 31st, 2005, 16:59
Hello,
thanks for helping.
How do I see, that it works?
I've ginstalled the packs, but i have allways the feeling, that it doesn't work.

Then im Loading Mario in "1964", the Programm displays Rom Name: Super Mario 64 (U) [!] , and the folder name of the texturepack is "plugin/hires_texture/Super Mario 64".
Is that right?


Nice greetings :ala:
(bin laden writing from a cave in afghanistan, with Laptop and Satellite Phone)*lol*
*that's a cool smilie*

minkster
May 31st, 2005, 22:20
Thanks for the update Orkin :D

SubCog
June 1st, 2005, 19:45
orkin, is this release gonna include truform support?

cloudscapes
June 3rd, 2005, 17:56
Whoa, long time no post here.

Anyways, I haven,t really had the time ot read all threads for new features and packs. I just want to say that I still do intend to finish SM64's environments. I'm just really busy right now, now that I'm in full production at work. However I'll try and squeeze a few more packs this summer!

minkster
June 3rd, 2005, 21:01
It's all good cloudscapes...take your time. I really admire your work.

Mojo Man!!!
June 6th, 2005, 05:11
Cloudscapes, do you mind if I post my small (just outside castle and mario textures) pack here?

Yelnats
June 26th, 2005, 09:26
I remade the princess peach stained glass window:

http://webpages.charter.net/shadowfax1/mario64/SUPER%20MARIO%2064%230D09F13E%230%232_al l.png
.
http://webpages.charter.net/shadowfax1/mario64/SUPER%20MARIO%2064%230FDD80CA%230%232_al l.png

I also made some interface icons:
http://webpages.charter.net/shadowfax1/mario64/SUPER%20MARIO%2064%23580E00A9%230%232_al l.png
.

http://webpages.charter.net/shadowfax1/mario64/SUPER%20MARIO%2064%23438CC5BE%230%232_al l.png
.
http://webpages.charter.net/shadowfax1/mario64/SUPER%20MARIO%2064%23362E3E52%230%232_al l.png
including all of the Numbers:
http://webpages.charter.net/shadowfax1/mario64/SUPER%20MARIO%2064%234E4571C1%230%232_al l.png
.
http://webpages.charter.net/shadowfax1/mario64/SUPER%20MARIO%2064%235EF65DD9%230%232_al l.png
.
http://webpages.charter.net/shadowfax1/mario64/SUPER%20MARIO%2064%239513887C%230%232_al l.png
and some mario textures...

Yelnats
June 26th, 2005, 09:34
I also made an alternate stained glass window, not quite as faithful to the original.
http://webpages.charter.net/shadowfax1/mario64/SUPER%20MARIO%2064%230D09F13E%230%232_al l2.png
http://webpages.charter.net/shadowfax1/mario64/SUPER%20MARIO%2064%230FDD80CA%230%232_al l2.png

Harvest Sun O_O
June 27th, 2005, 02:39
Love them all!

[ROLO]
July 4th, 2005, 06:12
Hi, I noticed that nobody has done hi-res images of the fish in the game, so i went and done my first hi-res textures, hope you'll like it. I'd like that you guys comment about my textures. thx
PS. Cloudscapes, you may add them to your next release if you like them.
PS2. sorry if my english isn't good :P .

Nin_10_Dough
July 4th, 2005, 07:57
Nice work! They look good , but...........not like the original. It looks like a different type of fish now.

mdtauk
July 4th, 2005, 12:01
I have a texture from Super Smash Bros Melee, you may want to use...

Shoryu
July 15th, 2005, 02:13
thanks for your great work
but it seems that v003 and v005 are corrupted files.
I can't completely download them, can someone repost them or upload them somewhere?
thanks

Zertoss
July 17th, 2005, 01:48
There's a 2MB download limit. We have to wait for someone to change the limit. Check the 2meg download limit thread.

Djipi
July 17th, 2005, 16:08
i would like to know if you like this cel Castle Texture if you like it i can send you!!

mongo51983
July 17th, 2005, 19:41
Is the new direct64 plugin out?

Krackpipe
July 17th, 2005, 21:06
no, djipi has access to a pre-release version to help him out with his cellda work.

PDK
August 10th, 2005, 00:10
Hello,
It's been a while since i've posted my last texture pack here and i wanted to ask you guys what you think of the new textures i added. Primary they are all Photo-Textures, so that i thougt of creating a new "Photo-Mario" Pack. I don't know if i like them very mutch, but i worked hard on them (especially on the sky background which was updated and looks better now.
What do you think?

Im thakful for all kinds of constructive critism and ofcourse positive feedback :) .

Thanks

Techman
August 10th, 2005, 05:51
Quite.. uh, jagged?

[ROLO]
August 10th, 2005, 06:54
I don't think it looks good. It doesn't fits the game at all, maybe if you use realistic textures that are more similar to the original (like using pines for the trees).

Caparros
August 17th, 2005, 00:59
great work, can't wait to see a new version :bouncy:

dragon_rider
August 17th, 2005, 15:36
Ah, come on. They're not bad at all. The original textures looked like crap compared to this!

mongo51983
August 17th, 2005, 17:42
Hmmmm........I'm not to big on the wings, they seem a little too realistic for a game like this.

stag019
August 29th, 2005, 04:12
It doesn't fit the game, but I like it. Metal Mario's texture reminds me or Metal Wario's texture from SM64DS.

zeldafan970
September 7th, 2005, 05:22
I don't think it looks right with realistic backgrounds among other things. What if you just switched out textures from Super Mario Sunshine?

cloudscapes
November 4th, 2005, 17:58
HI,

I have quite a bit of free time from now untill January, so I've started this again. I won't be investing ALL my free time into this, obviously, but I should be able to get a lot done. Expect a decent update next friday. =)

Later.

Sirmatto
November 4th, 2005, 18:38
HI,

I have quite a bit of free time from now untill January, so I've started this again. I won't be investing ALL my free time into this, obviously, but I should be able to get a lot done. Expect a decent update next friday. =)

Later.
Awesome, this is definitely one of my favorite games and therefore hi-res packs.

floopy
November 4th, 2005, 22:10
HI,

I have quite a bit of free time from now untill January, so I've started this again. I won't be investing ALL my free time into this, obviously, but I should be able to get a lot done. Expect a decent update next friday. =)

Later.

Now that's some awesome news. :happy:
I had given up hope that one of the first (and best) texture packs would ever see completion. Now, there is hope once again.

cloudscapes
November 4th, 2005, 22:47
Yeah I'm going to aim to finish it before christmas. :)

Though this won't count the characters, skyboxes/backgrounds and level canvases though. Those are a lot of work.

knowitman
November 4th, 2005, 23:17
I'm really glad that you are continuing to work on this project. Your style for Mario 64 is probably my favorite right now. I applaud you for all the great work.

cloudscapes
November 11th, 2005, 06:56
...
Holy cripes! It's an update! Super Mario 64 pack #6 (http://www.emutalk.net/260197-post1.html)
...
I'm especially fond of the rock texture on tiny-huge island. The clock was also fun!

pilm
November 11th, 2005, 09:41
Cooool :D
All those new retextured levels are wonderful, thanks cloudscapes :)

minkster
November 11th, 2005, 19:02
Cloudscapes you are the man!;)

takas
November 11th, 2005, 19:40
awesome work, im soooooo gald that you are back!!!:)

Im Bored
November 11th, 2005, 19:46
this looks awesome, good work!

NES_player4LIFE
November 11th, 2005, 20:19
they look nice can't wait for more:bouncy:

Philr359
November 19th, 2005, 07:07
first off, cloudscapes you rock! this is one of the best things that ever happened to mario!

also i was thinking, is it possible to patch the textures directly into the rom image? that way you could play hi-res without rice's plugin(but why would you). or maybe on a certain revolutionary next-gen system...!!!

cloudscapes
November 19th, 2005, 17:47
first off, cloudscapes you rock! this is one of the best things that ever happened to mario!

also i was thinking, is it possible to patch the textures directly into the rom image? that way you could play hi-res without rice's plugin(but why would you). or maybe on a certain revolutionary next-gen system...!!!

You're exagerating, but thanks. =)

I thought of that too, though I don't think it will be possible for legal reasons. The law is different between appending something onto unmodified media (the ROM) and actually changing the copyrighted media itself. I'm not sure of the details, but I'd rather play it safe.

GWing_02
November 21st, 2005, 03:04
This. Looks. Amazing.

yeloazndevil
November 21st, 2005, 03:19
been waiting for a long time for a update :D

bleeu
December 1st, 2005, 14:04
Really nice! I absolutely love this community :D

the$#!Za.
January 15th, 2006, 18:17
Hi all.

I'm new to all this so please, excuse my noobness.

I have all of the texture pack files in my D:\nintendo1964\plugin\hires_texture\SUP ER MARIO 64.

All the textures from each 001, 002 etc are placed into the folder above. Is this all I have to do?? No extra settings for the emu itself??

I'm using 1964 BTW.

Thanks,
the$#!Za.

Agozer
January 15th, 2006, 18:56
Use Rice's Video Plugin 6.1.1 Beta10. Make sur that Hide Advanced Settings is not checked in the plugin config, and then click on Texture Filters tab and after then enable 'Load hi res textures if available'.

the$#!Za.
January 17th, 2006, 08:38
Hi fellaz.

Use Rice's Video Plugin 6.1.1 Beta10. Make sur that Hide Advanced Settings is not checked in the plugin config, and then click on Texture Filters tab and after then enable 'Load hi res textures if available'.

Was this directed to me??

Have I put the textures in the right place which I mentioned above??

Thanks,
the$#!Za.

corazon912
February 13th, 2006, 03:11
Ah I was going to write I was having trouble loading textures. But now that I found out about changing a setting to OpenGL it seems to be working fine.

zaffle
April 11th, 2006, 17:19
this actually completely rejuvinates my interest in this game

this. texture set. is. STUNNING.

Arch Anarchy
April 12th, 2006, 05:20
Question: Power Meter (very nice by the way). I was wondering if anybody knew anything about the one used in a beta version of the game (all the same colour, but an actual number was inside of the circle). I'm thinking, maybe if it was possible to create a new-style power meter with the number inside as a stylish touch. Maybe I should give it a try if I can...

Also... I can't find the latiku texture for some reason... should try looking again, because these look godly.

EDIT: Or not... can't do it without destroying the picture before it's even started (not to mention I know ZIP about texturing... heh heh

takas
April 12th, 2006, 11:20
this is the best pack next to djipis and i hope cloudscape will be back and finish it one day....

_Zack_
April 15th, 2006, 01:40
Wow! that really Kicks my Super Mario 64 Packs ass!!!

Mojo Man!!!
April 15th, 2006, 04:02
Question: Power Meter (very nice by the way). I was wondering if anybody knew anything about the one used in a beta version of the game (all the same colour, but an actual number was inside of the circle). I'm thinking, maybe if it was possible to create a new-style power meter with the number inside as a stylish touch.

You mean like this... or do you want the numbers bigger?

cloudscapes
April 16th, 2006, 04:12
this is the best pack next to djipis and i hope cloudscape will be back and finish it one day....

one day, I plan to :D

Arch Anarchy
April 16th, 2006, 06:30
You mean like this...

Yeah the number should be bigger, but it transparently showed through the meter.

I was thinking more like what I attached below. EXCEPT: the number should be reflected by the color of the gauge, but still be cut by the lines seperating each peice.

Doing a small seach, I found a post that had a screenshot of how the number was. I'll make a comparison.

Left: My Version (This is a 5-minute do up cut/paste, not an actual screenshot so yeah)
Right: Beta Version

Also, where did you guys get the Lakitu tex? (The one in the last screenshot). I can't find it anywhere...

takas
April 16th, 2006, 12:52
one day, I plan to :D

that would be awesome:bouncy: i remember you were preparing something for the E3 last year... i guess you are busy again. so take your time!

darknior
April 26th, 2006, 08:18
CLOUD your work is very beautifull :D
Do you will continue, and finish it .... ?

Crev
August 12th, 2006, 10:47
-WET-DRY WORLD: Done.

I can`t find these textures in your packs (marked by red arrows)
http://img150.imageshack.us/img150/2696/whereoh2.jpg


//Edit (after some weeks)
Ok, I noticed, that I understood something wrong with that textures.

Only The Clock Level needs a fresh look, all other levels seems to be ready ?

A.I.
September 6th, 2006, 15:23
The first file is corrupted and when I downloaded it was empty. Has anyone else had this problem and could someone please post a working file if they have one?

cloudscapes
September 9th, 2006, 03:35
Don't know what to say, the first file (when downloaded) works fine for me.

steelio2006
September 24th, 2006, 16:25
how do I access the hi-rez textures on my Mario 64?

floopy
September 26th, 2006, 10:18
how do I access the hi-rez textures on my Mario 64?

Whatever you do, don't read any of the stickies. You might learn something.

magikoopa101
August 2nd, 2007, 06:52
:borg: :bouncy: :angry: :king: No one has been posting......is this dead?{}:{ :matrix: :nemu: :evil:

mudlord
August 2nd, 2007, 07:48
Way to go for extreme thread necromancy -.-

JuGz
July 22nd, 2009, 17:17
Hey guys, I tried to download the retexturing pack from this link: http://www.coolrom.com/forums/showpost.php?p=63826

But it doesn't work anymore. Where can I get it nowadays?

Thanks

Sebaslegrand
July 22nd, 2009, 21:14
Way to go for the 2 year old thread reviving :mupen64: